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Virtuell  Egendom Mathias Klang
 
Prohibited items (no) Questionable items (under certain conditions) Potentially infringing items (maybe) Fast egentligen finns regler
Fast egentligen finns regler alcohol animals & wildlife products art  artifacts used clothing used cosmetics Counterfeit goods drugs and drug paraphernalia surveillance equipment weapons government documents, IDs, and licenses hazardous materials human parts and remains items encouraging illegal activity medical devices  offensive material – examples include ethnically or racially offensive material and Nazi memorabilia  police-related items real estate stolen property surveillance equipment tobacco weeds and seeds
No Souls No Bongs No Virginity
Vad är virtuell egendom?
Inte så konstigt –  egendom är rättigheter
A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, players in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for "real" economic benefit. Wikipedia: Virtual economy mars 2010
Från MUDs till MMORPGs
From cottage to industry
1997 Ultima Online första riktiha MMORPG + eBay (fortfarande hobbyindustri) 2001/2002 företag anställer bönder. IGE tjänar $1m per månad 2005/2006 spelföretag reagerar (juridik, teknik & organisation); eBay samarbetar
“People enter these virtual economies for recreation and entertainment...”
Fun? Gold Farming
400,000 – 1 million människor US$1-10 milliarder per år Gold Farming
Online spel
Historik Från MUD till MMORPG
Några stora Fantasy Fun: EverQuest,  Ultima Online Modern Times: The Sims Online User Creation: Second Life Just Being: There.com
Populationer
Who Plays? Men: Fantasy-based titles: 80% 20-30 years old (average 25) Students or tech-heads (Griffiths  et al,  2003; Yee, 2002)
Who plays? The Women Fantasy-based games: 12-20%* The Sims Online: 60%** 30-35 years old* Relationship* 70% play with male partner* New mums (*Yee, 2002a, 2002b; **Lewis, 2004)
Self-governance ,[object Object]
GMs: Game-imposed legal systems
Mr. President
Law, Games and Virtual Worlds (2003, 2004)
[object Object]
Vad skapas?
Föremål Konton Fast Egendom Konton  Avatarer
Norrath (Everquest) ,[object Object]
Timlön < 3,42 USD in China, India ,[object Object]
Entropia Universe
[object Object]
Ingen månadsavgift
All utrustning kostar
Entropia Universe är också en av de få online-världar med ett fungerande penningsystem med en valuta som är konvertibel till varje växlingsbar valuta (PED) i den riktiga världen. 10 PED = 1 USD.
Juridik
[object Object]
Avtal
Sociala normer LAW PROGRAMMED & CONTEXTUAL SOCIAL RULES ARCHITECTURE
Sociala normer
[object Object]
Köpta avatarer
Sociala normer

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Virtuell Egendom

  • 1. Virtuell Egendom Mathias Klang
  • 2.  
  • 3. Prohibited items (no) Questionable items (under certain conditions) Potentially infringing items (maybe) Fast egentligen finns regler
  • 4. Fast egentligen finns regler alcohol animals & wildlife products art artifacts used clothing used cosmetics Counterfeit goods drugs and drug paraphernalia surveillance equipment weapons government documents, IDs, and licenses hazardous materials human parts and remains items encouraging illegal activity medical devices offensive material – examples include ethnically or racially offensive material and Nazi memorabilia police-related items real estate stolen property surveillance equipment tobacco weeds and seeds
  • 5. No Souls No Bongs No Virginity
  • 6. Vad är virtuell egendom?
  • 7. Inte så konstigt – egendom är rättigheter
  • 8. A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be &quot;fun&quot; (for instance, players in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for &quot;real&quot; economic benefit. Wikipedia: Virtual economy mars 2010
  • 9. Från MUDs till MMORPGs
  • 10. From cottage to industry
  • 11. 1997 Ultima Online första riktiha MMORPG + eBay (fortfarande hobbyindustri) 2001/2002 företag anställer bönder. IGE tjänar $1m per månad 2005/2006 spelföretag reagerar (juridik, teknik & organisation); eBay samarbetar
  • 12. “People enter these virtual economies for recreation and entertainment...”
  • 14. 400,000 – 1 million människor US$1-10 milliarder per år Gold Farming
  • 16. Historik Från MUD till MMORPG
  • 17. Några stora Fantasy Fun: EverQuest, Ultima Online Modern Times: The Sims Online User Creation: Second Life Just Being: There.com
  • 19. Who Plays? Men: Fantasy-based titles: 80% 20-30 years old (average 25) Students or tech-heads (Griffiths et al, 2003; Yee, 2002)
  • 20. Who plays? The Women Fantasy-based games: 12-20%* The Sims Online: 60%** 30-35 years old* Relationship* 70% play with male partner* New mums (*Yee, 2002a, 2002b; **Lewis, 2004)
  • 21.
  • 24. Law, Games and Virtual Worlds (2003, 2004)
  • 25.
  • 27. Föremål Konton Fast Egendom Konton Avatarer
  • 28.
  • 29.
  • 31.
  • 34. Entropia Universe är också en av de få online-världar med ett fungerande penningsystem med en valuta som är konvertibel till varje växlingsbar valuta (PED) i den riktiga världen. 10 PED = 1 USD.
  • 36.
  • 37. Avtal
  • 38. Sociala normer LAW PROGRAMMED & CONTEXTUAL SOCIAL RULES ARCHITECTURE
  • 40.
  • 44. 2000 2001 2002 2003 2005 2004 2006
  • 45. 2000 2001 2002 2003 2005 2004 2006 Wikipedia Blogger 1999
  • 46. 2000 2001 2002 2003 2005 2004 2006 Wikipedia Linkedin Blogger 1999
  • 47. 2000 2001 2002 2003 2005 2004 2006 Wikipedia Linkedin Blogger 1999 Second Life Skype My Space
  • 48. 2000 2001 2002 2003 2005 2004 2006 Wikipedia Linkedin Blogger 1999 Second Life Skype My Space Digg Facebook
  • 49. 2000 2001 2002 2003 2005 2004 2006 Wikipedia Linkedin Blogger 1999 Second Life Skype My Space Digg Facebook Ning YouTube
  • 50. 2000 2001 2002 2003 2005 2004 2006 Wikipedia Linkedin Blogger 1999 Second Life Skype My Space Digg Facebook Ning YouTube Twitter Spotify
  • 52. Avtal, lag & autonomi
  • 53. TACK!

Editor's Notes

  1. I&apos;m The Winner! by Simon Pais-Thomas cc by nc nd
  2. Help by LiminalMike cc by nc sa
  3. my wallpaper by baboon™ cc by nc
  4. Road to nowhere by kugel cc by nc sa
  5. the same horizon by Norma Desmond cc by nc sa
  6. Richard Heeks (2008). &amp;quot;Current Analysis and Future Research Agenda on &amp;quot;Gold Farming&amp;quot;&amp;quot;. Centre for Development Informatics, University of Manchester, UK. http://www.sed.manchester.ac.uk/idpm/research/publications/wp/di/di_wp32.htm Nick Ryan (2009). &amp;quot;Gold Trading Exposed: The Sellers&amp;quot;. Eurogamer. http://www.eurogamer.net/articles/gold-trading-exposed-the-sellers-article .
  7. WHAT THEY ARE: MMORPGs are three-dimensional virtual environments in which players solve problems, attain goals, form relationships, develop skills and perform roles in a real-time internet-based fictional space. They are task-oriented adventure stories with elements of action, puzzle-solving and exploration. MMORPGs are games in the sense that they exist within a system of challenge and reward, however there is no set conclusion. Some have perpetuated for over six years. A 2002 estimate suggests that there are over four million MMOG gamers around the world (Castronova) engaging in over 350 active titles. MMORPGs offer open-ended game play, the relaxation of traditional objectives, opportunities for exploration, strategy, collective dynamics, real-life communication and relationship development. The online, multiplayer element pushes interactivity to new boundaries, allowing the gamer, female or otherwise, to help shape the environment, determine the goals and influence the texture of game play with the input and reactions of thousands of people around the globe. Unique to MMORPGs as an internet entity is the task-oriented nature of the games. As players engage with the same others to achieve game-determined goals, they develop unique social workings while being rewarded for long-term commitment both materially (in the form of advancement) and psychologically (in the form of an increased circle of friends). Their small group affects other similar groups across the game, and the whole becomes a reflection of the sum of the players who take part.
  8. On average, in games that feature a fantasy element, approximately 80% of players are male. 70% of them are between the ages of 14-29, with the largest cluster between 20-30 years olf (Griffiths et al ). Some work argues that the average is 25 years olf (Yee, codename). These figures reflect contemporary computer games populations in general, with the average of console gamers at 23 (ELSPA), although they average slightly older, arguably due to the monthly financial commitment required to continue in the game, and also because of the access to computers. Most are in full-time higher education. (Yee).
  9. The remaining 20% of players in fantasy-based games are women, yet they are the majority in titles which feature “female friendly” elements, like The Sims Online . On average they are five to six years older than their male gaming counterparts (IDSA, 2003; Yee, 2001), and they are more likely to have children and be in a steady relationship or married than male players (Yee). 69.5% of female gamers play with a romantic partner, and anecdotal evidence suggests that the cooperative nature of their game involvement tightens real-world bonds. Further evidence suggests that those couples who are experiencing relationship problems enjoy the opportunity to role play solutions in a safe environment (Gonzales 4). Traditionally it is the male partner who introduced women to the game, but increasingly many report finding the games themselves, particularly after the birth of a child. Consistent with other research into the motivations for going online, isolation from social situations encourages new mothers to log on and increase group interactions.
  10. In 1993 Julian Dibbell wrote a ground-breaking article for the Village Voice about a supposed rape in cyberspace, documenting the day that the traditionally libertarian fledgling internet stopped being a game and became a “society”. EXPLAIN MR. BUNGLE Since the outcry and the establishment of the in-game social norms, game companies have sought to dissuade would-be scammers and griefers from making hassle for everyday citizens of the virtual world. In any game plan there is the inclusion of a team of Games Masters, keeping the peace for others and acting as the intellectual police. Furthermore, other gamers have taken it upon themselves to set up political systems. The Sims Online is a great example of this; there have been two elections thus far for “president” of a notoriously divergent city in the game called Alphaville, where boys acting as prostitutes get in-game currency for giving virtual in-game relief – this stuff boggles the mind – and the mafia runs rampant. The elected character acts just like a real-life leader of a country should, on behalf of the people. He’s surrounded himself with a Cabinet and barely won his incumbent term of office due to a worthy contender, a 14 year old girl from Florida. He himself is under the age of 25.
  11. and in last place by ...tim cc by nc nd