Results for 'MMOGs'

4 found
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  1. Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, (...)
     
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    Techno-mediated otherworlds.Gordon Calleja - 2006 - Technoetic Arts 4 (2):129-139.
    In the last few years a strand of virtual worlds known as Massively Multiplayer Online Games (MMOGs) has catapulted the development and demand for online worlds to an unprecedented scale. This paper interrogates the commonly held assumption that places these online worlds in the same category as other digital games by seeing them as places which reconfigure the interaction between the real and imaginary through virtual technologies and proposes that the demand for these worlds is the contemporary techno-mediated manifestation (...)
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  3. The differences of addiction causes between massive multiplayer online game and multi user domain.Jengchung V. Chen & Yangil Park - 2005 - International Review of Information Ethics 4 (5):53-60.
    This paper proposes research propositions to study on MMOG and MUD addictions based on their causes – flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The-ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions of MUD and (...)
     
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  4. Personal Identity, Agency and the Multiplicity Thesis.Dave Ward - 2011 - Minds and Machines 21 (4):497-515.
    I consider whether there is a plausible conception of personal identity that can accommodate the ‘Multiplicity Thesis’ (MT), the thesis that some ways of creating and deploying multiple distinct online personae can bring about the existence of multiple persons where before there was only one. I argue that an influential Kantian line of thought, according to which a person is a unified locus of rational agency, is well placed to accommodate the thesis. I set out such a line of thought (...)
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