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    The Proteus Paradox

    Page 25
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    football, similarities to online games, 36–37

      Forbes, 115

      Fox, Jesse, 113, 154–156

      Frag Dolls, 101

      Frank, Mark, 147

      freedom and escape, 4–5, 34–36, 174–176, 209–210

      free labor, 77

      gamers: and addiction, 36–38; ages of, 24–25, 26; as antisocial, 27–28; emotional investment by, 28; escape and, 3–4, 34–36, 74; gender of, 25, 96–97, 220n.5 (see also gender and sexism); international demographics of, 25–26, 220n.6; motivations of, 28–34; numbers of, 2–3, 217n.2; with physical disabilities, 209; playing with friends and relatives, 27–28, 221n.8; with sexuality issues, 209–210; stereotypes about, 22–24; time spent on game-related activities, 188–189; time spent playing games by, 26–27, 220n.7

      gamification, 5, 75–77, 199–202, 204–206

      Garriott, Richard, 15

      Gartner, 5, 77

      gender and sexism, 96–116; and access to online games in traditionally male territories, 98–99; and assumption that women play only with significant others, 100–101; and designing games for women, 97–98; gender-bending and, 111–113; and history of computer science, 99–100; male fantasies about women, 104–108; and male versus female armor, 106–107; number of women gamers, 25, 96–97, 220n.5; as online problem versus social problem, 114–116; and perceived differences between male and female gamers, 108–110; and presumption of incompetence, 102–104; and presumption of lack of interest in games, 101–102; sexual harassment, 106; using game behaviors to predict gender, 174

      Georgia Institute of Technology, 212

      Gilovich, Thomas, 147

      gold and gold farmers, 78–79, 81–89, 91–94, 224n.6

      Gosling, Sam, 168

      Got Game (Beck and Wade), 75–76

      graphical capabilities, 12–13, 14–15

      grinding, 39, 75, 79–83, 93–94

      Grodal, Torben, 97

      Guardian, 82–83

      Guettal, Adam, 187

      guilds, 65–75; formation of, 18–19, 65–66; leadership as second job, 73–75; personalities and, 66–69; predicting survival of, 161–162; and raids, 68–72; and romance, 121

      Guild Wars, 65

      Guy4Game.com, 80

      Gygax, Gary, 10–11, 21

      Hadean Drive Yards, 63–64

      healer classes, 18, 112–113

      Heeks, Richard, 82, 83, 92

      height and confidence study, 151–152

      height and income study, 151

      Hershfield, Hal, 154

      heuristics, 54, 139–140, 156–157

      History Channel, 212–213

      honesty and dishonesty: and appearance enhancement, 138–139; deception of “Joan” on CompuServe, 117–119; in real world versus online world, 134–137; and romance in online games, 129–131; in wallet-dropping experiments, 177–178

      human brain: learning by watching others, 155–156; and new technology, 52–54, 156–158; priority treatment of faces by, 139–140

      human-computer interaction, 51–52

      Hyde, Janet Shibley, 109

      hydroponic supplies and surveillance, 175–176

      hyperpersonal interactions, 129

      Illinois, University of, 12

      income and height study, 151

      inflation, 92–93, 94–95

      Innova, 171

      instances, 45

      Institute of Creative Technologies, 198, 214–215

      Island of Kesmai, 14

      Iyengar, Shanto, 141

      Jackson Personality Inventory, 165

      Japan, wallet-dropping experiments, 177–178

      Jenson, Jennifer, 101

      jobs. See commercial activity and economies; work

      Judge, Timothy, 151

      Kazan, Olga, 3

      Kerry, John, 141–142

      Kimmel, Jimmy, 23–24

      Knowledge Networks, 141–142

      Koster, Raph, 20, 206, 215

      Kriegsspiel, 9

      Kunis, Mila, 23–24

      LambdaMOO, 203–204, 214

      Langlois, Judith, 148

      Lanier, Jaron, 198, 204, 207

      Learning Channel, 212–213

      Legends of Cosrin, 67

      Lessig, Lawrence, 177

      leveling up, 17–19, 41–42, 79–83

      Light in the Piazza, The (Guettal), 187

      Lineage 2, 47–48, 78–79, 92

      Little Wars, 9

      lock-in, 204–205

      Long Island bridges, 113–114

      loot, 17–18, 44–46, 67–68, 69

      Lord of the Rings (Tolkien), 10–11

      Lord of the Rings Online, 181, 186, 192

      love. See romance

      Lucas, Kristen, 97

      luck and lucky charms, 46–47, 54–56

      lynchings, 94

      magical causality, 55–57

      Manchester, University of, 82

      manufacturing, 59–64

      Martial Heroes, 125

      massively multiplayer online role-playing games (MMORPGS, MMOs), 2–3, 15–16. See also online games

      Maze War, 13

      McGonigal, Jane, 4, 76, 212

      McKinsey Global Institute, 153

      McRobbie, Angela, 22–23

      Measures of Personality and Social Psychological Attitudes, 165

      Meridian 59, 15

      Metaplace, 215

      Michigan, University of, 177

      MIDI, 204

      military training, 9, 198, 214–215

      miniature wargames, 9–11

      Mischel, Walter, 187–188

      MMORPGs (MMOs). See massively multiplayer online role-playing games (MMORPGs, MMOs)

      mobs (mobiles), 18, 45–46, 219n.11. See also monsters

      modders (modding community), 169–170

      money sinks, 92–93

      monsters: as focus of online games, 18; health points, 11–12; and raids, 18–19, 68–72; Rotface, 70–71; spawning/respawning, 43–45; targeting certain players, 55–56. See also mobs (mobiles)

      Moore, Bob, 160

      MOOs (MUD Objective Oriented), 203–204

      moral panics, 3–4, 22–23

      Moses, Robert, 114

      motivations: achievement, 29–31; diversity of, 28–29; escape, 34–36; gender differences in, 97, 108–110; immersion, 32–34; social interaction, 31–32

      MUD (Multi-User Dungeon), 13–14, 19–20, 203

      Nakamura, Lisa, 84–85, 214

      Nardi, Bonnie, 4

      Nass, Clifford, 51–52

      Neuroticism personality factor, 167, 174

      NeverWinter Nights, 15, 16

      Newsweek, 23

      New Yorker, 175

      New York University Stern School of Business, 154

      Nickell, Eric, 160

      Nozhnin, Dmitry, 171, 172

      OCEAN (Big Five personality factors), 166–168, 173–174; Agreeableness factor, 167, 173; Conscientiousness factor, 166–167, 173; Extraversion factor, 167, 173; Neuroticism factor, 167, 174; Openness to Experience factor, 166, 174

      Ohio State University, 113, 154–155

      Oliver, John, 165

      online dating websites, 126–127, 136–137, 153

      online games: addiction to, 36–38; altruism in, 181–183, 184–188, 194; as antisocial, 27–28; character independence versus social interaction, 184–188, 190–192, 195–196; core gameplay of, 17–19; criticism of/warnings about, 3–4, 22–23, 27–28, 37–38; and data accessibility, 159–161, 189–194; death penalties in, 179–183; early multi-user games, 13–14; early networked games, 12; emphasis on war and combat in, 20–21; fantasy literature and, 10–11; first role-playing games, 11–12; gameplay motivations, 28–34; graphics capabilities of, 12–13, 14–15; history of, 9–17; integration of, into real life, 5, 75–77, 199–202, 204–206; massively multiplayer online role-playing games (MMORPGs, MMOs), 15–16; miniature wargames, 9–11; personality expression in, 168–176; as primary implementation of virtual worlds, 20–21; promises of, 2, 4–5, 174–176, 209–210; reliance on avatars, 21; and romance (see romance); rules/laws
    and social interaction, 179; simultaneous and independent evolution of, 19–21; success/popularity of, 16–17; superstitions in (see superstitions); using repetitious formulas when designing, 206–207; who plays (see gamers); as work, 73–75, 193–194. See also gamers; virtual worlds; specific games

      ooze creatures, 70–71

      Openness to Experience personality factor, 166, 174

      operant conditioning, 39–43

      Oregon, University of, 165

      over-enchanting, 47–48

      Palo Alto Research Center (PARC), 79, 111–112, 160–162, 164, 171–176

      personality: assessment of (Big Five factors), 165–168, 173–174; digital expression of, 168–176; notion of personality traits as myth, 187–188

      Personality Factor Questionnaire, 165

      personality psychology, 162–165, 187–188

      personal space, 52–53

      physical disabilities, 209

      Pirates of the Burning Sea, 191

      placeholders, 43

      PLATO (Programmed Logic for Automated Teaching Operations), 12

      PlayOn, 162, 164

      power-leveling services, 80–83

      Power of Habit, The (Duhigg), 174–175

      protein-folding game, 77

      Proteus Effect, 2, 152–153

      Proteus Paradox, 4–5, 54, 75, 95, 114, 117, 138, 175, 195, 197

      psychology, 162–165, 187–188

      PvE (player-versus-environment), 19

      PvP (player-versus-player), 19, 30, 224n.6

      QuestHelper, 192

      Ragnarok Online, 48, 128

      Ragnaros, 72

      raids, 18–19, 68–72

      “Rape in Cyberspace, A” (Dibbell), 203–204

      Ray, Sheri Graner, 105

      Read, Leighton, 76, 199

      Reality Is Broken (McGonigal), 4, 76

      Realm Online, 27

      Reeves, Byron, 51–52, 76, 199

      relationships. See romance; social interaction

      Retirement Confidence Survey (2012), 153

      retirement savings experiment, 154

      reward systems, 39–43

      role-playing games, 11–17, 33. See also online games

      romance, 117–137; and communication outside the game, 123–124, 130; deception and risk and, 117–119, 129–131, 134–137; declarations of affection, 122–123; face-to-face meetings, 124–125; geographical distances and, 124–125; happy and unhappy endings, 125; incubation periods for, 122; initial meetings, 120–122; meeting in online games versus dating sites, 126–127; openness and honesty and, 127–129; shyness and, 131–132; stigma against, 119–120; and taking looks out of the equation, 132–134

      Romine, Morgan, 101–102

      Rosedale, Philip, 200–201

      Rotface, 70–71

      San Francisco Chronicle, 3

      Second Life, 53, 139, 199–201, 214

      Seduction of the Innocent (Wertham), 22

      seeding the instance, 45–46

      self-perception effect, 150

      Seriosity, 199

      sexism. See gender and sexism

      sexuality issues, 209–210

      Sherry, John, 97

      shyness, 131–132

      SimCity, 21

      Sinclair, Heather, 49

      Skinner, B. F. (Skinner box), 41–42

      social interaction: and altruism, 184–188; versus character independence, 184–188, 190–192, 195–196; down-time and, 184; hyperpersonal interactions, 128–129; as motivation for playing games, 31–32; rules/laws and, 179. See also romance

      Southern California, University of, 22

      Spacewar, 12–13

      spawn dances (spawning, respawning), 43–45

      Srivastava, Sanjay, 165

      Stanford University Virtual Human Interaction Lab, 1–2, 142–143, 148–153

      Star Wars Galaxies: death penalties, 180; entrepreneurship in, 59–63; rules and social interaction, 179

      Steiner, Peter, 175

      Super 8, 57

      superstitions, 37–58; about over-enchanting, 47–48; dungeon seeding, 45–46; and game developers as gods, 54–57; high risk/low probability events and, 49, 50–51; as indication of engagement, 57–58; interaction with new technology and, 51–54; lucky charms, 46–47; persistence of, 49–50, 51; psychological triggers and, 51–54; reward systems and, 39–43; spawn dances, 43–45

      surveillance, 162–163, 174–176

      Sutherland, Ivan, 197

      Synthetic Worlds (Castronova), 4, 96

      Tabula Rosa, 192

      Taiwan cybercafés, 98–99

      Tale in the Desert, A, 27

      Talon, 72

      tank classes, 18

      Target, 174–175

      targeted advertising, 77, 115, 157–158, 174–175, 211–212

      Taylor, T. L., 97–98, 120

      technology, human interaction with, 51–54

      Terranova, Tiziana, 77

      Texas, University of, 168

      Thottbot, 189–190, 193

      Toledano, Gabrielle, 115

      Tolkien, J. R. R., 10–11

      Total Engagement (Reeves and Read), 76

      Trubshaw, Roy, 13–14

      Turkle, Sherry, 4, 194

      Ultima Online, 16, 20, 48, 69, 73

      US presidential elections, 141–142, 212

      Valins, Stuart, 144–146

      video games, 9, 14, 21, 22–24, 25, 28, 212. See also online games

      Village Voice, 203–204

      virtual classrooms, 143–144

      virtual currencies, 80–83, 91–94

      Virtual Human Interaction Lab, Stanford University, 1–2, 142–143, 148–153

      virtual reality, 148–153, 197–199, 207

      virtual worlds: computer system mediation of human interactions, 141–142; funding of, 214–215; influencing reality, 211–213; online games as primary implementation of, 20–21; promises of, 2, 4–5, 174–176, 209–210; and reimagining reality, 213–214; and replicating reality, 197–201, 204–208, 210–211; social norms in, 52–53; and social science research, 1–2, 162–164; versus virtual reality, 197–199. See also avatars; online games

      Voodoo Doll, 203–204

      VPL Research, 198

      Wade, Mitchell, 75–76

      wallet-dropping experiments, 177–178

      Walther, Joe, 129

      war simulation, 9–10, 12–13, 20–21

      Washington Post, 3

      Wells, H. G., 9

      Wertham, Fredric, 22

      West, Mark, 177–178

      Wi Flag, 55–56

      Winner, Langdon, 114

      women. See gender and sexism

      work: commercial activity in games, 59–63, 64–65; corporate use of games at (gamification), 5, 75–77, 199–202, 204–206; online communities and free labor, 77; online games as, 65–75, 193–194

      World of Warcraft: Armory, 169–171; character independence in, 184, 186–187, 195; and data accessibility, 159–162, 169–171, 189–191; death penalties, 180; demographics, 25–26, 108–109; gender-bending in, 111–112; gold farmers and ethnic stereotypes in, 78–79, 82–89, 91–94; guilds, 65–66, 67, 69, 72, 73, 74, 75; in-game plague, 211; in-game protest and account suspensions, 176; launch of, 17; leveling-up times in, 79; Mila Kunis and, 23–24; number of players, 195; number of subscribers to, 3; personality expression in, 171–176; power-leveling in, 80; and romance, 117, 122, 123, 124–125, 126, 127, 128, 130, 132, 133; Rotface, 70–71; and sexism, 102, 105, 110; and social interaction, 179, 184, 186–187, 190–193; superstitions, 45–46, 46–47, 50; virtual gold sales, 81

      Yee, Nick: Daedalus Project (see Daedalus Project); Palo Alto Research Center (PARC), 79, 111–112, 160–162, 161–162, 164, 171–176; Stanford University Virtual Human Interaction Lab, 1–2, 142–143, 148–153

      Yellowlees, Peter, 201

      yi-shan-guan, 89–91

      You Are Not a Gadget (Lanier), 204

     

     


     



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