Chicken Killers or Bandwidth Patriots?

Author(s):  
Kurt Reymers

In 2008, a resident of a computerized virtual world called “Second Life” programmed and began selling a “realistic” virtual chicken. It required food and water to survive, was vulnerable to physical damage, and could reproduce. This development led to the mass adoption of chicken farms and large-scale trade in virtual chickens and eggs. Not long after the release of the virtual chickens, a number of incidents occurred which demonstrate the negotiated nature of territorial and normative boundaries. Neighbors of chicken farmers complained of slow performance of the simulation and some users began terminating the chickens, kicking or shooting them to “death.” All of these virtual world phenomena, from the interactive role-playing of virtual farmers to the social, political and economic repercussions within and beyond the virtual world, can be examined with a critical focus on the ethical ramifications of virtual world conflicts. This paper views the case of the virtual chicken wars from three different ethical perspectives: as a resource dilemma, as providing an argument from moral and psychological harm, and as a case in which just war theory can be applied.

2011 ◽  
Vol 2 (3) ◽  
pp. 1-22
Author(s):  
Kurt Reymers

In 2008, a resident of a computerized virtual world called “Second Life” programmed and began selling a “realistic” virtual chicken. It required food and water to survive, was vulnerable to physical damage, and could reproduce. This development led to the mass adoption of chicken farms and large-scale trade in virtual chickens and eggs. Not long after the release of the virtual chickens, a number of incidents occurred which demonstrate the negotiated nature of territorial and normative boundaries. Neighbors of chicken farmers complained of slow performance of the simulation and some users began terminating the chickens, kicking or shooting them to “death.” All of these virtual world phenomena, from the interactive role-playing of virtual farmers to the social, political and economic repercussions within and beyond the virtual world, can be examined with a critical focus on the ethical ramifications of virtual world conflicts. This paper views the case of the virtual chicken wars from three different ethical perspectives: as a resource dilemma, as providing an argument from moral and psychological harm, and as a case in which just war theory can be applied.


1983 ◽  
Vol 38 ◽  
pp. 20-20
Author(s):  
Robert S. Ross

Simulations have been an important adjunct to instructional programs for some time. These have ranged from games, or role playing exercises, such as SIMSOC or Internation Simulation, to student-machine interaction, such as the inter-school simulation run out of University of California, Santa Barbara in the early 70's, to the all machine activities found in some of the early SETUPS. Having social science students use the mainframe computer, however, always posed problems: it definitely was not user-friendly and most instructors had little if any training or interest in the use of large scale systems.The wide-spread use of the micro computer is not only revolutionizing areas traditionally relying upon the computer, but is going to have an impact on the social sciences as well.


Author(s):  
Miguel A. Garcia-Ruiz ◽  
Miguel Vargas Martin ◽  
Patrik Olsson

It appears that child pornography distribution and child abuses on the Internet have permeated to massively multiplayer online role-playing video games (MMORPG) and 3D social networks, such as Second Life (SL), a compelling online virtual world where millions of users have registered. Although SL is intended for general entertainment in its adult (over 18) version, cases of simulated pedophilia have been reported inside SL’s virtual world, generated by some of its users, employing SL communication capabilities to trade and show child pornography images to exchange related text messages. This chapter provides a literature review on child pornography in MMORPGs and other 3D social networks including SL, as well as policy and network approaches for overcoming child abuse. A review on ethical and legal issues of dealing with child pornography and other types of child abuse in 3D social networks and MMORPGs is also addressed in this chapter.


Author(s):  
Stephany Filimon

This chapter provides a brief history of machinima, films created by computer users within virtual worlds, and focuses on machinima produced within the social virtual world of Second Life, on how to create machinima in Second Life, and on highlighting select examples of Second Life machinima. This chapter also connects user-produced content, like machinima, with the openness and rules of the platforms in which content is created. The chapter concludes with a brief overview of legal thinking surrounding user-created content, including machinima, and points to the rise of the player-producer in these systems.


2011 ◽  
Vol 25 (3) ◽  
pp. 359-367 ◽  
Author(s):  
David Rodin

In “The Ethics of America's Afghan War,” Richard W. Miller argues that reflecting on whether and how to end the war in Afghanistan exposes serious deficiencies in just war theory. I agree, though for different reasons than those canvassed by Professor Miller. Miller argues that by focusing on the traditional categories of just cause, proportionality, and necessity (or last resort), just war theory obscures the importance of broader geostrategic considerations that he believes are the most plausible—though ultimately for Miller insufficient—rationale for continuing with the strategy of large-scale counterinsurgency in Afghanistan. I doubt that geostrategic considerations can play the role in moral assessment that Miller believes they do. But the phenomena he is pointing to do illuminate important defects in traditional just war theory.


Author(s):  
Karen Lybeck ◽  
Dana Bruhn ◽  
Solen Feyissa

In order to improve teacher preparation courses offered online, a study of the use of Second Life virtual world for peer-teaching activities was conducted. The research period was over one year and the sampling group consisted of 25 Teaching English as a Second Language (TESL) students. The methods practiced during the study follow the suggestions and implications given in previous research in hopes that an informed design would be the means to overcome the published limitations of Second Life. Despite this, the authors were not able to overcome previous difficulties, and did not find Second Life to be useful as a tool for classroom role-playing in online teacher-development courses. Virtual reality, however, has promise for facilitating teacher development; thus, further investigation is needed to find an appropriate virtual venue for this purpose.


2009 ◽  
Vol 1 (3) ◽  
Author(s):  
Delia Dumitrica ◽  
Georgia Gaden

In this paper, we explore the experience and performance of gender online in Second Life, currently one of the most popular virtual world platforms. Based on two collaborative autoethnographic projects, we propose that gender has to be explored at the intersection between our own situated perspective and the vision embedded in the social and technical infrastructure of the virtual world. For us, the visual element of a 3D world further frames the representation and performance of gender, while technical skill becomes a crucial factor in constructing our ability to play with this performance. As we recollect and interrogate our own experiences in SL, we argue that the relation between gender and virtual worlds is a complex and multifaceted one, proposing our positioned account of experiencing this relation. It is critical, we suggest, that studies of mediated experience in virtual worlds take into account the position of the researcher in ‘real’ life (IRL) as well as the dominant discourses of the environment they are immersed in. In this we must also be critical, of ourselves, our assumptions, as well as the environment itself.


1983 ◽  
Vol 38 ◽  
pp. 20-20
Author(s):  
Robert S. Ross

Simulations have been an important adjunct to instructional programs for some time. These have ranged from games, or role playing exercises, such as SIMSOC or Internation Simulation, to student-machine interaction, such as the inter-school simulation run out of University of California, Santa Barbara in the early 70's, to the all machine activities found in some of the early SETUPS. Having social science students use the mainframe computer, however, always posed problems: it definitely was not user-friendly and most instructors had little if any training or interest in the use of large scale systems.The wide-spread use of the micro computer is not only revolutionizing areas traditionally relying upon the computer, but is going to have an impact on the social sciences as well.


Author(s):  
Angela Adrian

In many ways, ubiquitous computing is viewed as the opposite of virtual reality. The earliest writings on ubiquitous computing recognized this fundamental difference. “Perhaps most diametrically opposed to our vision [of ubiquitous computing] is the notion of ‘virtual reality,’ which attempts to make a world inside the computer . . . . Virtual reality focuses an enormous apparatus on simulating the world rather than on invisibly enhancing the one that already exists. Indeed, the opposition between the notion of virtual reality and ubiquitous, invisible computing is so strong that some of us use the term ‘embodied virtuality’ to refer to the process of drawing computers out of their electronic shells.” (Weiser, 1991) Yet, the two share an important common trait: both are mediated by computing ability. The previous chapter introduced “MMORPGs” which are also sometimes referred to as game worlds or virtual worlds. Some of the most popular American MMORPGs are World of Warcraft, Everquest, Ultima Online, Dark Age of Camelot, Star Wars Galaxies, and City of Heroes. Legend of Mir, Final Fantasy XI, Lineage II, MU Online, Ragnarok Online, Lineage, and Kingdom of the Winds are some popular Asian MMORPGs. Dubit, Runescape, Playdo, and Habbo Hotel are popular in Europe. (Terra Nova, 2008) Another type of popular virtual world is the social virtual world, also sometimes referred to as “unstructured.” Some popular social virtual worlds are Second Life, Sims Online, Project Entropia, and There. (Virtual Worlds Review, 2008) Categorization as “social” does not fully comprehend these virtual worlds. Each world relies to an extent on user-created content. For example, Second Life started as a largely blank slate with most in-world objects being designed and created in-world by individual players. (Second Life, Create Anything, 2008) Social worlds can also have some game-like incentive aspects. The entire concept embodies far more than traditional video games.


2009 ◽  
Vol 24 (3) ◽  
pp. 43-55 ◽  
Author(s):  
Guy Parmentier ◽  
Sylvie Rolland

This paper examines the link that exists between individuals and their avatars in virtual worlds, in terms of identity. The outcomes of the study suggest that virtual worlds and the social and business interactions they offer are tools to build consumer identity. This exploratory research is based on a qualitative study using the chat mode to conduct 34 interviews in the Second Life virtual world. In the transition from the real to the virtual world, the individual must build another identity and operate a transfer, partial or total, from his real identity to the virtual one. The aim of the study is to offer an initial framework in order to understand this transition and its result in terms of identity positioning. Four types of identity positioning are identified: duplication, improvement, transformation and metamorphosis.


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