Adventures in the Invisible Tent
– Explores the implication of this uncanny art form on how we build and use virtual environments. It first explains why this invisible tent is considered to be a software bug. The article explores how our ability to accept the uncanny varies from person to person. It then suggests that the spatial, built, environment is far less important than the social structures that exist within them.
De-Analysing Blizzard's Starcraft 2 Marketplace
– Earlier in 2009, Blizzard announced a non-commercial World of Warcraft add-on policy, which caused much discussion. Today at BlizzCon, Rob Pardo (illustrated) introduced the Starcraft 2 Marketplace: A future (after the game's launch) system that would allow independent development teams to create custom "premium maps" for the game, and make money from them. That's precisely what World of Warcraft ...
Do You Fish in Real Life?
– Analyses the transfer of fishing activity between the physical and virtual worlds.
Favorite Fishing Places
– Analyses the favourite fishing locations of World of Warcraft anglers. Both where and why.
Learn2Play, the new Real Money Trading?
– Learn2Play is the market for teaching players to play online games via commercial game guides and books. The article explores the history and trends in this market, using World of Warcraft as an example.
Paying for Points
– Examines the sociological implications of the different reward systems used in virtual worlds.
Platform Azeroth: Why Information is Broken
– This article explores why the best information in World of Warcraft (WoW) is not available from within the game. It considers how to better bring information into the game environment. Analyse this: Above is a World of Warcraft screenshot, showing an in-game browser. This is not a feature of the game. The "Knowledge Base" is technically a support database written exclusively by the game's developer...
Pro-Auctioneering, the New eSport
– Explains how the art of making money in World of warcraft could become an electronic sport.
Stanford Virtual Worlds Research
– Notes on the some of the research conducted at Stanford University on virtual worlds and the interaction of humans within virtual environments.
Thoughts on a Socio-Economic Environment based on Nothing
– The role of virtual worlds as a socio-economic environment.
Video Games Industry Innovation - Edinburgh Digital Interactive Symposium
– Notes discussing innovation within the video games industry.
Virtual Policy and Law - Edinburgh Digital Interactive Symposium
– Notes from the Edinburgh Digital Interactive Symposium 2007, covering virtual policy and legal issues.
Virtual Worlds, Serious Work, and Collaboration for DKP
– Byron Reeves on how experiences from virtual worlds could be transferred into working life, with commentary on the use of DKP systems to value group contributions.
– Steve Young on the motivations and behaviour of WeeWorld's users, and the challenges of working with 2D WeeMees, particularly as they move into WeeWorld's new virtual (synchronous) world.
Why We Travel
– If we could eliminate transportation from our daily lives, would we want to? Or do we still need to travel, even if we have nowhere to go? This article explores the desire to travel - to make economically irrational transport journeys. It ponders the apparently unnecessary role of travel in virtual worlds. It considers how travel contributes to immersion within the world, and how such travel can be...