Book description
This follow-up volume toMMOs from the Inside Out is a further collection of bold ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. Whereas its predecessor looked at how MMOs can change the world, MMOs from the Outside In: How Psychology, Law, Culture and Real Life see Massively-Multiplayer Role-playing Games looks at how the world can change MMOs – and not always for the better. The aim of this book is to inform an up-coming generation of designers, to alert and educate players and designers-to-be, and to caution those already working in the field who might be growing complacent about society’s acceptance of their chosen career.
Playing and creating MMOs does not happen in a bubble. MMOs are so packed with potential that those who don’t understand them can be afraid, and those who do understand them can neglect their wider impact. Today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What monsters lurk beyond the horizon? What horrors will explorers bring back to torment us? MMOs from the Outside In is for people with a spark of curiosity: it pours gasoline on that spark.
It:• Explains how MMOs are perceived, how they could – and perhaps should – be perceived, and how the can contribute to wider society.• Delves into what researchers think about why players play.• Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.• Doesn't tell you what to think, it tells you to think.
What You Will Learn:• The myriad challenges facing MMOs – and to decide for yourself how to address these challenges.• What MMOs bring to the world that it didn’t have before.• How MMOs are regarded, and what this means for how they will be regarded in future.• That playing and designing MMOs has implications for those who don’t play or design them.
Whom This Book is For:MMOs from the Outside In is a book for those who wish to know more about the wider influence of game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the worlds of their imagination and to change the world around them.
Table of contents
- Cover
- Title
- Copyright
- Dedication
- Contents
- About the Author
- Acknowledgments
- Introduction
-
Chapter 1 : On Psychology
- Real-Life API: AddWorry
- How It Works: Research Funding
- Can People Become Addicted?
- Correlation and Causality
- Uses and Gratifications
- Significance
- Outliers
- On EvE
- One Size Fits All
- Looking at the Past
- Operant Conditioning
- The Zeigarnik Effect
- Operant Conditioning, Sure. . .
- Possibilities
- Cheap Psychological Tricks
- Ask Dr. Psycho
- Integration
- Games You Should Have Played #8
- After Next
- “It’s Just a Game”
- Psychology and Games
- Therapy
- Postscript
- What Is Required to Be a Successful Game Designer?
- Gamification
- Games and Addiction
- But Is It Art?
- Games You Should Have Played #9
- Extrinsic Rewards in Games
- Games You Should Have Played #10
- Declining Standards
- Mope
- Child Psychology and Games
- Player Type Misuses #3
- Awful Happenings
- Games and Aggression
- The Verb to Gamify
- How Violent Is Violent?
- A Dark Path
- Have Your Cake and Eat It
- The Right Stuff
- Three Views
- Child Protection
- Understanding the Experience
- A Cynical View
- Markey, Markey, and French
- Psychology Experiments
- Media Effects
- Peer Recognition
- Ask Dr. Psycho
- Own Goal
- Games and Identification
- Games and Brands
- Scattered
- Preaching to the Converted
- Sticky
- And Mr. Hyde
- Fatigue
- Oppositely Held Views
- A Technical Term
- Not a Very Good Job of It
- Radically Different
- Maslow’s Hierarchy of Needs
- Sex and Violence
- Loss Aversion
-
Chapter 2 : Research Interlude
- Marginal Improvement
- The Next Wave
- Social and Game Worlds
- Know Your Place
- Academics and Game Designers
- Academic Snobbery
- Designers and Researchers
- Researchers and Play
- Things I Don’t Want to Hear About MMOs #1
- This Is . . . News?
- Progress Is Progress
- Attitudes to Academics
- Law Professors
- The View from Outside
- Not the Point
- Things I Don’t Want to Hear About MMOs #2
- Ethics in Action
- Expert Opinion
- Recluse’s Victory
- Twixt
- Player Type Misuses #4
- APA, Ten Years On
- Unsatisfactory
- To Play or Not to Play?
- Things I Don’t Want to Hear About MMOs #3
- Player Type Misuses #5
- A Bit of a Quandary
- Fact-Checking
- Designer Intent
- Things I Don’t Want to Hear About MMOs #4
- Experimental Economics
- Analysis-Friendly Games
- Hammer and Screw
- Things I Don’t Want to Hear About MMOs #5
- Petri Dish Worlds
- Deconstructive Deconstruction
- Lab Rats
- Invite Sociology?
- Things I Don’t Want to Hear About MMOs #6
- Unasked Questions
- Serious Fun
- Things I Don’t Want to Hear About MMOs #7
- Buying the Nonexistent
- <Something Else>
- Better
- Player Type Misuses Misuse
- Sense of Proportion
-
Chapter 3 : On Law
- Real-Life API—Confuse
- MMO Security
- When the Chips Are Down
- Trojans
- Worth Nothing
- IP
- Cupid Stunt
- Security: Piracy
- IP Example: The Better Offer
- MMO Revenue Models
- Not Playing
- Security: Client Software
- EULA and TOS
- Security: Cheating
- Firefighting Exploits
- Fair Price
- Code Is Law
- Not a Handicap
- IP Example: The Art Within Art
- Economic Migrants
- F2P
- Black-Box Trading
- IP Example: The Reputation
- The Long Arm
- Fair Share
- The Rules
- Not Transferable
- Commodification
- Physics, Politics
- IP Example: The Sponsor
- Sparkle, Ponies!
- Place and Jurisdiction
- Integrity and Attribution
- IP Example: The Dispute
- Does Purity Matter?
- Reality vs. Virtuality
- Farmers
- RMT
- Have Money, Want Money
- IP Examples Summary
- Go Right Ahead. . .
- Unknown Rules
- The Right to Play
- The Governing Law
- What’s Traded?
- Gandalf TM
- Attitudes to RMT
- Property Ladder
- One in Forty
- For Sale
- Marvel vs. NCSOFT
- Right of Entry
- Worth Every Penny
- Save the Whales
- Reality 1, Virtuality 0
- Competition Laws
- Silly Marvel?
- Basic Question
- Early RMT
- The Beautiful Woman Analogy
- Take Aim
- Farming Strategies
- Rules as Laws
- An Unequal Relationship
- Why Should I Have to Do That?
- Wages
- Law Is Code
- The Amalfi Coast Drive
- An Industry-Standard EULA
- “You Could Reduce RMT If You. . .”
- Love and Money
- Blunt Instrument
- IP and RMT
- I Own It Because I Bought it
- What’s the Difference?
- Neither Here nor There
- Busy-Person Jason
- Bragg vs. Linden Lab
- Objects and Data
- Goods or Services?
- Blizzard vs. MDY
- The Famous Mr. Qiu
- Reading the EULA
- RMT Spectrum
- I Own It Because I Stole it
- Useless EULA
- It’s a Steal
- Not So Futile
- FOD
- Webzen vs. Itembay
- Object Representation
- Buying Success
- A EULAless World
- Neither There nor Here
- Supply and Demand
- Free Not to Play Free-to-Play
- Server Size
- I Own It Because I Made it
- Oh, Great One
- The Monopoly Example
- Wising Up
- Third, Third, Third
- Rights of Publicity
- Making Things Yours
- Incoming Tide
- What Really Matters
- Least Worst Solution
- Paying for Free
- Selling Yourself
- I Own It Because You Sold Your Time
- Sweet Spot
- Selling Status
- Cuts and Speculation
- How Low Can You Go?
- Unsporting Behavior
- Entitlement
- Tipping Point
- All in Instances
- Achieving Less
- On Unfairness
- Rights of Service
- Why Only Ban?
- Anti-capitalism
- Over-embracing RMT
- Why?
- Jerk Avoidance
- The Japanese Official’s Answer
- Fragments
- Integrating Reality
- I Own It Because You Made Me Buy It
- Cheating
- Customer Service Costs
- RMT and the Free Market
- Free to Leave
- Customer Service Made Easy
- Tom Cruise Wears Shoes
- Real-Life API: Demanding
- Mine!
- “Who Would Want to?”
- Appealing Players
- Bogus RMT Propaganda #1
- Implications of Virtual Property Ownership
- Security: RMT
- Save Files
- Precedent
- Extrapolating the Argument
- Bogus RMT Propaganda #2
- Is It Fair?
- Not Cricket
- Dealing with Unwanted RMT
- Can’t Take It with You
- Tip
- To the Limits
- Bigger Spenders
- Fragments
- A Contradiction
- RMT Servers
- Minimum Viable Player Base
- Right to Buy
- Is It Right?
- Unwanted Responsibility
- Bridges and Crocodiles
- Rent-a-Character
- A Vending Machine
- Acts of Gods
- Chargebacks
- Defeatism
- Crystal Ball
- Serving Guilds
- Nature vs. Nurture
- Security: Griefing
- Time to Cock
- Soul for Sale
- Security: UCC
- Something to Balk At
- Picture This
- Underground, Undercover
- Playing Within the Law
- Separating Wheat from Chaff
- Inflated Sense of Entitlement
- Perfect World
- Fair’s Unfair
- Silver Linings
- Ju-Jitsu
- So It Goes
- IANAL
- Rabbit
-
Chapter 4 : AI Interlude
- States
- NPC Motivation
- Rock/Paper/Scissors
- State Transition Diagrams
- Resident Naughty, If Not Evil
- Decision Trees
- Search
- Obscuration
- On Procedurally- Generated Content
- Labels
- Uninformed Searches
- A*, a Star
- 40 Percent
- Directed Searches
- Monte Carlo Tree Search
- Exploit or Feature?
- Minimax
- The Blocks World
- STRIPS
- Why Plan?
- Hungry Pixie
- Backward Chaining
- Game Theory
- Quest Creation
- Smarter
- Context-Free Quests
- Zero-Sum Solution
- A Planning Engine
- Playing and Developing
- Verifiable Goals
- Hierarchical Plans
- Behavior Trees
- A Planned Quest Example
- Quest Questions
- Problems with Planning
- Games Without Logic
- Levels of Logic
- Naxx and Frogger
- Thinking like a Wolf
- Imminent AI
-
Chapter 5 : On Gods & Government
- In This Instance
- Rights of the Avatar
- Government by Consent
- Sovereignty
- Citizenship
- Legitimacy
- Rights, Wrongs
- Player Numbers
- What Is a God?
- Player Base Sizes
- Age Restrictions
- Gods and Realities
- Asking for a Pony
- Gods, not Governments
- One Against a Million
- On Rights
- Great Axe of Great Axeness
- Player Power
- Realities and Subrealities
- A Marxist Perspective
- The Legitimate Use of Force
- One in a Million
- A Reversal
- We, the Players
- Consent
- Authoritarianism
- Supernatural Powers
- Descent into the World
- Democratic Ideals
- Unable to Leave?
- Mortals and Immortals
- Approaches to MMO Governance
- Fairness
- Back of the Envelope
- Church of Fools
- Player Almost-Power
- Money Mining
- Gods, Governments, Gods, Governments, …
- Buying Users
- Self-Modifying Systems
- Law and Policy
- Freedom of Speech Limitations
- Guilds and Government
- Government Interference
- Guild Management
- Public Diplomacy
- Self-Regulation
- Powerful Players
- C*n*orshi*
- Who Regulates the Regulators?
- Taxing Problems
- The Point of No Return
- The Law in Practice
- Interration
- Common Carrier
- No Place in an MMO
- Benevolent Dictatorships
- Objectionable Subject Matter
- Law and Borders
- Public Policy Implications
- Special Treatment
- Why Censor Games?
- Context Is King
- Consumer Over-Protection
- The Four Rs
- Data Protection
- How Much Is Too Much?
- Half and Half
- Consumer Protection
- Shooting Horses
- Assuming Precedence
- Patent Nonsense
- Ciphers
- Always Open
- Repair
- Dispute Resolution
- MMOs as Realities
- Old as New
- Replace
- Ascending
- Return
- Observation and Existence
- Patently Obvious
- Easily Offended
- Descending
- Reduction
- It’s the US Patent Office
- Intervention
- Don’t Worry, Atheist NPCs
- Gamers Are Gamers
- Community
-
Chapter 6 : On Culture & Community
- Buff Me
- Passion
- Different Views of Difference
- What Architects Know
- Role-Play and Real-Play
- Overlapping Communities
- TV CD
- Real-Life API: ShareCulture
- Types of Community
- Seeding a Community
- OZ Recruiting
- On Existence
- CC
- Use of Community Theory to Designers
- Cultural Formation as It Was
- Are we AIs in a Virtual World?
- Patronizing through Design
- Bugged
- Design and Community
- Influencing Community
- Exceptions, Exceptions
- You Decide
- Community through Metaphysics
- American Success
- Have a Ball
- Culture and Community
- Speaking Freely
- Seeds and the Environment
- Five Examples
- Who’d Work in Customer Service?
- Human Rights and MMOs #1
- A Lens
- Supervising a Culture
- Cultural Crucibles
- Indiscriminate Discrimination
- LGBT Free
- Sharia Law
- What Would You Want?
- Cultural Differences
- The Ultimate Aim of Design
- There’s Gold in Them There Hills
- Groups and Culture
- Coping with Culture
- Care Bears
- Human Rights and MMOs #2
- Two-Way Traffic
- Cultural Imperatives
- Blurred Boundaries
- Sex vs. Graphics
- Managing Players
- Fact and Legend
- Cultural Environments
- Sacrament or Blasphemy?
- Cultural Abstractions
- False Assumption
- Human Rights and MMOs #3
- MMO Shared Culture
- Inequality for Equality
- Blasphemy or Sacrament?
- Public Accommodation
- Triangles
- Reality Bias
- Reinforcing a World View
- Fiction from Fiction
- Thinking or Unthinking?
- “Disabled”
- Uru Live, Dead, Live, Undead
- Correcting Reality
- Only One Joan of Arc
- Minds and Bodies
- Worlds within Worlds
- Targeting Your Audience
- An Analogy
- Human Rights and MMOs #4
- Kicking a Virtual Kitten
- Transubstantiation Limitation
- Levels of Legendary
- Reflecting or Correcting?
- Vicarious Displeasures
- Different Cultures
- Community in the Far East
- Back to Reality
- Reality Corrected
- The Lot of a CSR
- Pregnant Men
- Human Rights and MMOs #5
- Group Types
- The Customer is Always
- Single-Sexism
- Human Rights and MMOs #6
- Chinese Adena Farmers
- Gender-Specific Pronouns
- Human Rights and MMOs #7
- Slay and Pee
- A Thought Experiment
- Reason to Be Fearful
- Starting as Yourself
- Two Views
- The Bureaucratic Defense
- Human Rights and MMOs #8
- Hours per Week
- Bait
- Perspective
- Masquerading
- The Mutterings of Old Men
- Change
- Designing for Whom?
- Two Movies for CSRs
- Is this Sexist?
- Professional Masquerading
- Human Rights and MMOs #9
- Preserving Games
- Customer Service for Thickies
- Security: Privacy
- Customer Service for Smarties
- Human Rights and MMOs #10
- Service Agreement
-
Chapter 7 : On Real Life
- Anatomy of an SW: TOR Customer Service Ticket
- Human Rights and MMOs #11
- UIs
- Game Addiction
- Girlz
- The Industry
- Ah, Griefers
- Preserving for History
- Wrong Answer
- Awe and Wonder
- 007
- Rights of the Person
- Irony
- Volunteer Army
- Old Attitudes Die Hard
- Contradictory Policies
- Long Arm of the Lore
- Preserving for Literature
- A Question of Emphasis
- Suppose…
- Suppose…
- Human Rights and MMOs #12
- Not Pleased
- Data Exposure
- Human Rights and MMOs #13
- Oh, the Irony
- Last Straws
- A Little Pleased
- Words and Pictures
- It’s a Trial
- MMOs and Bad Press
- Preserving for Art
- Prime Minister Suspect
- Human Rights and MMOs #14
- Tomorrow’s Lost History
- Preserving MMOs
- General Ignorance
- Pieces of Kangaroo
- Changing Society
- Human Rights and MMOs: Coda
- We’ve Already Won
- Tarred with the Same Brush
- Do Not Defer
- The Byron Report
- Queen’s Counsel
- Breaking Up
- Glitterball
- The Mass Effect Effect
- Showing Respect
- Industry Support
- Ask Dr. Psycho
- Clash of Cultures
- X-Men Movie Addict
- Be Proud, America!
- Don’t Quote Me
- Industry Hobbling
- Ludium II
- Zeitgeist
- The Bleak Mundane
- Ask Dr. Psycho
- Be Proud, Germany!
- Real-World Extensible
- Real Life API: Consumption
- Social Interaction
- Talent-Spotting
- Genius
- Game Graffiti
- Anatomy
- Real Life API—Exceptions
- A Time and Place
- Index
Product information
- Title: MMOs from the Outside In: The Massively-Multiplayer Online Role-Playing Games of Psychology, Law, Government, and Real Life
- Author(s):
- Release date: January 2016
- Publisher(s): Apress
- ISBN: 9781484217818
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