scholarly journals ‘World of Warcraft is My Home From Home’: An Argument for the Protection of Virtual Worlds

2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Adam Ramshaw

<p>Virtual worlds have taken on a renewed significance in our contemporary world of social distancing and isolation. Virtual worlds exist independently of the physical world yet allow individuals a degree of verisimilitude of the physical world; including attachment to that world and others in it. This phenomenon is present in Massively Multiplayer Online Roleplaying Games which are the primary focus of this work. How the law ought to approach such virtual worlds has been contested since the early days of the internet. Much of the literature in the area looks to utilise established areas of law such as property law, contract law, or intellectual property to solve the novel problems created by virtual worlds. It is perhaps understandable that scholars and judges would opt for established areas of law in light of their knowledge and trust in the same. This traditional approach understands virtual worlds and the items therein as the property of the developer thereby eroding users’ trust in the long term existence of virtual worlds. This article takes a novel and previously unexplored view as to how virtual worlds should be protected in light of the attachment an individual may feel towards virtual worlds irrespective of ownership. It will be established that this attachment is akin to the connection a person may feel towards their home in the physical world. This paper utilises these similarities to question why legal protections are not afforded to individuals and the virtual worlds to which they are connected. In arguing to secure this protection the article draws inspiration from the community empowerment principles of the Localism Act 2011 which allows for land and buildings to be protected as Assets of Community Value.</p>

2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


2009 ◽  
pp. 224-241
Author(s):  
William Sims Bainbridge

Virtual worlds are computer environments in which large numbers of human beings may interact, do useful work for each others, and build enduring social connections. For example, in World of Warcraft an estimated nine million subscribers form short-term action-oriented groups and long-term guilds, employing a variety of software tools to manage division of labor, spatial distributions, activity planning, individual reputations, and channels of communication, to accomplish a variety of often complex goals. A broader system of essentially permanent allegiances, comparable to current national governments and major corporations, frames the volatile forming and dissolving of small and medium-sized cooperative groups. New social technologies have a clear potential to supplement and render more flexible the existing structures of government, but they may also represent a significantly new departure in human social organization. The chapter will describe the diversity of information technology tools used to support social cooperation in virtual worlds, and then explain how they could be adapted to mediate in new ways between government and its citizens.


2014 ◽  
Vol 7 (1) ◽  
Author(s):  
Edward Heath Robinson

This article compares and contrasts the economic geography of the physical world with that of virtual worlds, with an analytical focus on the spatial (and aspatial) characteristics of Blizzard Entertainment’s Diablo II (released in 2000) and its massively multiplayer online roleplaying game World of Warcraft (released in 2004). The purpose of this article is to show that although virtual worlds are not immune to aspatial economic laws, geographic constraints on economic interaction in virtual worlds are optional inclusions. Virtual world designers can manage the inclusion, disinclusion, and degree of emphasis on space and place in order to carefully craft a specific user experience. Hence, even though virtual worlds may provide the illusion of operating in a spatially bounded environment, the underlying mechanics of the world may not have spatial constraints.Nevertheless, the article concludes that there still remains a role for geographic analysis in virtual worlds, especially because, though space may be deemphasized, virtual world designers still may go to great effort to emphasize place to create the users’ experiences. Further, the study of the economics of virtual worlds may provide insight into possible future economic situations of the physical world as increasingly more physical goods become digital.


Author(s):  
Michael Johansson

In this chapter I will discuss a art and design project called wanderlost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project stages we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well, wanderlost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smartphone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The wanderlost method turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.


1994 ◽  
Vol 33 (4I) ◽  
pp. 327-356 ◽  
Author(s):  
Richard G. Lipsey

I am honoured to be invited to give this lecture before so distinguished an audience of development economists. For the last 21/2 years I have been director of a project financed by the Canadian Institute for Advanced Research and composed of a group of scholars from Canada, the United States, and Israel.I Our brief is to study the determinants of long term economic growth. Although our primary focus is on advanced industrial countries such as my own, some of us have come to the conclusion that there is more common ground between developed and developing countries than we might have first thought. I am, however, no expert on development economics so I must let you decide how much of what I say is applicable to economies such as your own. Today, I will discuss some of the grand themes that have arisen in my studies with our group. In the short time available, I can only allude to how these themes are rooted in our more detailed studies. In doing this, I must hasten to add that I speak for myself alone; our group has no corporate view other than the sum of our individual, and very individualistic, views.


2017 ◽  
Vol 65 (3) ◽  

A lot has been published on the topic concussion in sports during the last years, conscience was sharpened, much was structured and defined more precisely, help tools were developed and rules changed. This article summarizes the fifth edition of the recently published guidelines of the “International Consensus Conference on Concussion in Sport”. In addition, new findings regarding gender differences and recovery will be presented, as well as the modified “return-to-sport” and the novel “return-to-school” protocols. Despite increased knowledge many questions remain such as the therapy of persistent symptoms or long-term sequelae of recurrent concussions.


2017 ◽  
Vol 36 (1) ◽  
pp. 26
Author(s):  
Purnama Rozak ◽  
Hafiedh Hasan ◽  
Sugarno Sugarno ◽  
Srifariyati Srifariyati ◽  
Afsya Septa Nugraha

<p>The success of the development of a nation is determined by the Human Development Index (HDI). International scale parameter indicates the level of development of human resources emphasizes on three areas: education, health, and income per capita. The various dimensions of community development was a collective responsibility to make it happen. One way to do is through the proselytizing activities of community empowerment. This is as done in the village of Pemalang district, Danasari that has HDI levels is low compared than other villages. Community development in this village was done by taking three primary focus , they are the field of economics, health, and education and religion.</p><p align="center"><strong>***</strong></p>Keberhasilan pembangunan suatu bangsa ditentukan oleh Human Develop-ment Indeks (HDI). Parameter berskala internsional ini menunjukkan tingkat pengembangan sumber daya manusia yang menitiberatkan pada tiga bidang yaitu pendidikan, kesehatan, dan pendapatan perkapita. Pengembangan masyarakat yang berbagai dimensi tadi merupakan tanggung jawab bersama untuk mewujudkannya. Salah satu cara yang dapat dilakukan adalah melalui kegiatan dakwah pemberdayaan masyarakat. Hal ini sebagaimana dilakukan di Desa Danasari Kabupaten Pemalang yang memiliki tingkat HDI yang rendah dibandingkan desa lainnya. Pemberdayaan masyarakat di desa ini dilakukan dengan mengambil tiga fokus utama yaitu bidang ekonomi, bidang kesehatan, dan pendidikan dan keagamaan. Potensi yang ada perlu diberdayakan secara bersama dengan tujuan pencapaian perbaikan kehidupan masyarakat desa Danasari.


2020 ◽  
Vol 20 (10) ◽  
pp. 1682-1695
Author(s):  
Foziyah Zakir ◽  
Kanchan Kohli ◽  
Farhan J. Ahmad ◽  
Zeenat Iqbal ◽  
Adil Ahmad

Osteoporosis is a progressive bone disease that remains unnoticed until a fracture occurs. It is more predominant in the older age population, particularly in females due to reduced estrogen levels and ultimately limited calcium absorption. The cost burden of treating osteoporotic fractures is too high, therefore, primary focus should be treatment at an early stage. Most of the marketed drugs are available as oral delivery dosage forms. The complications, as well as patient non-compliance, limit the use of oral therapy for prolonged drug delivery. Transdermal delivery systems seem to be a promising approach for the delivery of anti-osteoporotic active moieties. One of the confronting barriers is the passage of drugs through the SC layers followed by penetration to deeper dermal layers. The review focuses on how anti-osteoporotic drugs can be molded through different approaches so that they can be exploited for the skin to systemic delivery. Insights into the various challenges in transdermal delivery and how the novel delivery system can be used to overcome these have also been detailed.


Infection ◽  
2021 ◽  
Author(s):  
Ali Hamady ◽  
JinJu Lee ◽  
Zuzanna A. Loboda

Abstract Objectives The coronavirus disease 2019 (COVID-19), caused by the novel betacoronavirus severe acute respiratory syndrome 2 (SARS-CoV-2), was declared a pandemic in March 2020. Due to the continuing surge in incidence and mortality globally, determining whether protective, long-term immunity develops after initial infection or vaccination has become critical. Methods/Results In this narrative review, we evaluate the latest understanding of antibody-mediated immunity to SARS-CoV-2 and to other coronaviruses (SARS-CoV, Middle East respiratory syndrome coronavirus and the four endemic human coronaviruses) in order to predict the consequences of antibody waning on long-term immunity against SARS-CoV-2. We summarise their antibody dynamics, including the potential effects of cross-reactivity and antibody waning on vaccination and other public health strategies. At present, based on our comparison with other coronaviruses we estimate that natural antibody-mediated protection for SARS-CoV-2 is likely to last for 1–2 years and therefore, if vaccine-induced antibodies follow a similar course, booster doses may be required. However, other factors such as memory B- and T-cells and new viral strains will also affect the duration of both natural and vaccine-mediated immunity. Conclusion Overall, antibody titres required for protection are yet to be established and inaccuracies of serological methods may be affecting this. We expect that with standardisation of serological testing and studies with longer follow-up, the implications of antibody waning will become clearer.


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