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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[ION Game Conference to address social networking on consoles, PC]]></title><link>http://www.joystiq.com/2008/01/28/ion-game-conference-to-address-social-networking-on-consoles-pc/</link><guid isPermaLink="true">http://www.joystiq.com/2008/01/28/ion-game-conference-to-address-social-networking-on-consoles-pc/</guid><comments>http://www.joystiq.com/2008/01/28/ion-game-conference-to-address-social-networking-on-consoles-pc/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><a href="http://www.ionconference.com/press/ion_pr_20080128.html"><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/01/ion_180x150.gif" /></a>Game industry types looking for yet another reason to flock to a central location and gab about the business while getting liquored up at the open bar should take a moment to block out some time for this summer's <a href="http://www.ionconference.com/index.html">Ion Game Conference</a>, taking place from May 13-15 in Seattle. Known as the Online Game Developers Conference in a previous life, organizers Evergreen Events note that the re-dubbed conference will feature an expanded focus, with panels covering topics such <a href="http://www.joystiq.com/tag/virtualworlds">virtual worlds</a> and social networking on home consoles.<br /><br />While few details concerning specific panels have yet been revealed for this year's event, last year's topics included "Xbox LIVE on Windows and 360: Are Your Games Dead or LIVE?," "The Future of Games and Entertainment Resides Online," and "Dirty Secrets of Episodic Video Games," among others. Early registration for the Ion Game Conference is now open, and event organizers note that as they are expecting a considerable turnout by attendees across the globe. Those interested in taking part in the event should <a href="http://www.regonline.com/Checkin.asp?EventId=147803">register early</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/01/28/ion-game-conference-to-address-social-networking-on-consoles-pc/">ION Game Conference to address social networking on consoles, PC</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 28 Jan 2008 10:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.ionconference.com/press/ion_pr_20080128.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/01/28/ion-game-conference-to-address-social-networking-on-consoles-pc/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1099101/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/01/28/ion-game-conference-to-address-social-networking-on-consoles-pc/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>conference</category><category>events</category><category>evergreen</category><category>ion</category><category>ogdc</category><category>social netoworking</category><category>SocialNetoworking</category><category>virtual worlds</category><category>VirtualWorlds</category><category>xbox live</category><category>XboxLive</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Mon, 28 Jan 2008 10:30:00 EST</pubDate></item><item><title><![CDATA[User-created WMDs do massive damage in Second Life beta test]]></title><link>http://www.joystiq.com/2007/05/28/user-created-wmds-do-massage-damage-in-second-life-beta-test/</link><guid isPermaLink="true">http://www.joystiq.com/2007/05/28/user-created-wmds-do-massage-damage-in-second-life-beta-test/</guid><comments>http://www.joystiq.com/2007/05/28/user-created-wmds-do-massage-damage-in-second-life-beta-test/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/hacks/" rel="tag">Hacks</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><a href="http://www.fudco.com/habitat/archives/000059.html"><img vspace="4" hspace="4" border="0" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2007/05/secondlifewmd.jpg" alt="" /></a>Virtual world pioneer <a href="http://randy.thefarmers.org/Resume.html">Randy Farmer</a> loves to mess around with MMO games. As a beta tester for <a href="http://www.joystiq.com/tag/secondlife"><em>Second Life</em></a>, Farmer was responsible for one of the first legendary events in the game: the Jessie Massacre. Out of curiosity, he created a weapon of mass destruction and unleashed it on a community of former WWII gamers. The resulting mayhem made him the target of more than a few nasty looks, but to the rest of the community he was thought of as a hero. <br /><br />Using the <em>SL</em> creation tools, Farmer constructed tiny, almost invisible objects and programmed them to explode into dozens of fragments, flying out at maximum velocity and doing loads of damage. Afterwards the fragments teleport themselves to a random location and start the carnage again. The only way to stop them was for Farmer to shout "STOP!".<br /><br />As you can guess, chaos ensued when the WMD was unleashed in the town of Jessie. Farmer quickly decided his completely scientific beta testing experiment was a success and went to disarm the grenades. Then he ran into a small problem: he couldn't find the little invisible buggers. With help from Linden labs he managed to remove the bombs, but the legend of the Jesse Massacre lives on.<br /><br />[Via <a href="http://www.gamesetwatch.com/2007/05/how_a_virtual_world_inventor_b.php">GameSetWatch</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/05/28/user-created-wmds-do-massage-damage-in-second-life-beta-test/">User-created WMDs do massive damage in Second Life beta test</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 28 May 2007 09:16:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.fudco.com/habitat/archives/000059.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/05/28/user-created-wmds-do-massage-damage-in-second-life-beta-test/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/905319/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/05/28/user-created-wmds-do-massage-damage-in-second-life-beta-test/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>hacking</category><category>mmog</category><category>PC</category><category>secondlife</category><category>virtualworlds</category><category>virus</category><category>wmd</category><dc:creator><![CDATA[John Bardinelli]]></dc:creator><pubDate>Mon, 28 May 2007 09:16:00 EST</pubDate></item><item><title><![CDATA[Virtual worlds virtually exploding in popularity]]></title><link>http://www.joystiq.com/2007/04/25/virtual-worlds-virtually-exploding-in-popularity/</link><guid isPermaLink="true">http://www.joystiq.com/2007/04/25/virtual-worlds-virtually-exploding-in-popularity/</guid><comments>http://www.joystiq.com/2007/04/25/virtual-worlds-virtually-exploding-in-popularity/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><a href="http://www.gamasutra.com/features/20070423/chen_01.shtml"><img vspace="4" hspace="4" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2007/04/nicktropolis.jpg"  alt="" /></a><br /></div>
Gamasutra has a interesting <a href="http://www.gamasutra.com/features/20070423/chen_01.shtml">article</a> that wraps up the <a href="http://www.virtualworlds2007.com/">Virtual Worlds 2007</a> spring conference and asks if they are the future of gaming. They cite the growth and expansion of sites like Disney's <em>Virtual Magic Kingom</em>, Nickelodeon's <em>Nicktropolis</em>, and MTV's <em>Virtual Laguna Beach</em> -- which is soon to include <em>Virtual Pimp My Ride </em>and<em> Virtual Hills</em>, and be connected by a virtual superhighway.<br /><br />Anyone else tired of the word virtual? While virtual worlds might become the future of social networks, we're not sure that they're the future of gaming. It's hard to imagine a <em>Virtual Halo</em>, where you stroll around, chat with other Spartans, Elites, Grunts ... or is it? "Hey, anyone wanna pile in this warthog and go sightseeing?" Maybe it isn't so far-fetched.<br /><br />With Sony's <a href="http://www.joystiq.com/2007/03/07/playstation-home-the-free-virtual-world-of-playstation-3/">upcoming</a> PlayStation Home network, and Nintendo <a href="http://www.joystiq.com/2007/04/02/miyamoto-hints-that-miis-may-be-on-the-move/">working on</a> some sort of a <em>Sims</em>-like Wii virtual world, the virtual experience could grow beyond <em>Second Life</em> and into the console gaming realm.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/04/25/virtual-worlds-virtually-exploding-in-popularity/">Virtual worlds virtually exploding in popularity</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 25 Apr 2007 18:29:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamasutra.com/features/20070423/chen_01.shtml>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/04/25/virtual-worlds-virtually-exploding-in-popularity/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/882422/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/04/25/virtual-worlds-virtually-exploding-in-popularity/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Nicktropolis</category><category>PC</category><category>Second Life</category><category>Virtual Laguna Beach</category><category>Virtual Magic Kingdom</category><category>Virtual Worlds</category><category>VirtualWorlds</category><dc:creator><![CDATA[Kevin Kelly]]></dc:creator><pubDate>Wed, 25 Apr 2007 18:29:00 EST</pubDate></item><item><title><![CDATA[PS3 will see 'user-created experiences' next year, says Harrison]]></title><link>http://www.joystiq.com/2006/12/18/ps3-will-see-user-created-experiences-next-year-says-harrison/</link><guid isPermaLink="true">http://www.joystiq.com/2006/12/18/ps3-will-see-user-created-experiences-next-year-says-harrison/</guid><comments>http://www.joystiq.com/2006/12/18/ps3-will-see-user-created-experiences-next-year-says-harrison/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://www.mtv.com/news/?source=TLD_mtvnews.com#/news/articles/1548258/20061218/index.jhtml"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogcdn.com/www.joystiq.com/media/2006/12/phil_harrison_mtv_interview.jpg" alt="" /></a>User-created content, which has long been a fixture in the world of PC gaming, has never managed to gain any real traction on consoles, be that due to technological constraints or a lack of online connectivity. With both of those issues out of the way in modern systems, the time is ripe for users to interact and share their creations and experiences. Sony's Phil Harrison gets behind the idea in a revealing interview with MTV's Stephen Totilo, <em>opining</em>* that gaming needs to move away from presenting "closed experiences." <br /><br />If games are to break free (God knows they want to <a href="http://www.queenwords.com/lyrics/songs/sng19_05.shtml">break free</a>), there needs to be a constant flow of communication between Sony and gamers -- more importantly, Harrison insists that said communication flows in both directions (<em>give us money, here's your money</em>). "Next year you're going to see user-created experiences in a number of interesting ways on PlayStation 3," goes the official and spectacularly vague PR line. A <em>Second Life-</em>styled virtual network has oft been rumored, but Harrison fell victim to "line distortion" before Totilo could get any concrete information about it.<br /><br />So, what entails a "user-created experience?" In the worst case, it's a custom wallpaper and a shared photo between friends. In the best case? Oh, it could be anything, from personalized in-game T-shirts to deadly dungeons designed to foil your friends. Be sure to ask us about it next year. <br /><br /> * Basis for an <em>awful</em> pun later in the sentence.<br /><br /><a href="http://www.mtv.com/news/?source=TLD_mtvnews.com#/news/articles/1548258/20061218/index.jhtml">Read (and be assaulted by Flash)</a> -- Full interview on MTV News<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/12/18/ps3-will-see-user-created-experiences-next-year-says-harrison/">PS3 will see 'user-created experiences' next year, says Harrison</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 18 Dec 2006 20:25:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2006/12/18/ps3-will-see-user-created-experiences-next-year-says-harrison/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/721061/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/12/18/ps3-will-see-user-created-experiences-next-year-says-harrison/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>console mods</category><category>ConsoleMods</category><category>mods</category><category>MTV</category><category>Phil Harrison</category><category>PhilHarrison</category><category>PS3</category><category>PS3 second life</category><category>Ps3SecondLife</category><category>second life</category><category>SecondLife</category><category>Sony PR</category><category>SonyPr</category><category>Stephen Totilo</category><category>StephenTotilo</category><category>user-created content</category><category>user-created experience</category><category>User-createdContent</category><category>User-createdExperience</category><category>virtual worlds</category><category>VirtualWorlds</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 18 Dec 2006 20:25:00 EST</pubDate></item><item><title><![CDATA[Cash card taps into virtual funds]]></title><link>http://www.joystiq.com/2006/05/02/cash-card-taps-into-virtual-funds/</link><guid isPermaLink="true">http://www.joystiq.com/2006/05/02/cash-card-taps-into-virtual-funds/</guid><comments>http://www.joystiq.com/2006/05/02/cash-card-taps-into-virtual-funds/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><img vspace="4" hspace="4" border="1" align="right" alt="" src="http://www.joystiq.com/media/2006/05/020506-projent.jpg"/>The MMORPG <em>Project Entropia</em> is known for its economic experiments, with pieces of virtual land being <ahref="http://www.joystiq.com/2005/11/10/virtual-island-owner-recoups-26-5k-purchase-price/">bought for high real-worldprices</a>. This latest news breaks the barrier between real and virtual money even further, however; a new cash cardwill let owners withdraw from their ingame balances using real ATMs.<br /><br />Some MMOs entirely shun the idea ofconverting money earned online to real money, but <em>Project Entropia</em> is taking this to the other extreme. Thegame's economy is built around real-money transfer, so a move like this simply adds a logical ending to the cashflowpipeline, with developer MindArk sitting in the middle profiting from the whole process.<br /><br />[Thanks, pandlcg]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/05/02/cash-card-taps-into-virtual-funds/">Cash card taps into virtual funds</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 May 2006 19:57:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://news.bbc.co.uk/1/hi/technology/4953620.stm>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/05/02/cash-card-taps-into-virtual-funds/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/614260/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/05/02/cash-card-taps-into-virtual-funds/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>economics</category><category>experimental</category><category>money</category><category>PC</category><category>project entropia</category><category>ProjectEntropia</category><category>real world</category><category>RealWorld</category><category>rmt</category><category>social</category><category>virtual worlds</category><category>VirtualWorlds</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Tue, 02 May 2006 19:57:00 EST</pubDate></item><item><title><![CDATA[MMO design: the job of creating worlds]]></title><link>http://www.joystiq.com/2006/04/16/mmo-design-creating-worlds/</link><guid isPermaLink="true">http://www.joystiq.com/2006/04/16/mmo-design-creating-worlds/</guid><comments>http://www.joystiq.com/2006/04/16/mmo-design-creating-worlds/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><a href="http://www.fastcompany.com/magazine/104/next-dispatch.html"><img vspace="4" hspace="4" border="1" align="right"alt="" src="http://www.joystiq.com/media/2006/04/160406-vworld.jpg" /></a>Decisions over how long burning rivers shouldstay aflame for can have a profound impact upon the atmosphere and enjoyment factor of a virtual landscape. This, andmany other decisions like it, is how Richard Garriott spends his time these days -- as executive producer for<em>Tabula Rasa</em>, he has to help craft a variety of planets. <br /><br />World-building isn't a new hobby; fantasyauthors and tabletop GMs have been facing questions like this for years, and often throwaway comments cause a lot oftrouble for those making film adaptations or video game versions of the world. Creating a world from scratch for gamingmeans that all the important questions need to be answered at once, however, or the players will ask them. It doesn'tstop at the design stage; game companies are providing governments, too, by creating laws and rules on the fly.<br/><br />Universes created primarily by users, like the world of <em>Second Life</em>, still operate within boundariesand constraints set down by the developers and providers of that world. If the <ahref="http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/">Metaverse idea</a> is really thefuture of online gaming, there's going to be a lot of influence exerted by some early decisions, just as earlynetworking protocols and standards still influence today's Internet.<br /><br />[Via <ahref="http://www.walkering.com/">Walkerings</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/04/16/mmo-design-creating-worlds/">MMO design: the job of creating worlds</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 16 Apr 2006 08:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.fastcompany.com/magazine/104/next-dispatch.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/04/16/mmo-design-creating-worlds/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/609001/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/04/16/mmo-design-creating-worlds/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>design</category><category>garriott</category><category>lord british</category><category>LordBritish</category><category>mmo</category><category>ncsoft</category><category>richard garriott</category><category>RichardGarriott</category><category>tabula rasa</category><category>TabulaRasa</category><category>virtual worlds</category><category>VirtualWorlds</category><category>world building</category><category>WorldBuilding</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Sun, 16 Apr 2006 08:00:00 EST</pubDate></item><item><title><![CDATA[Cybersex is child's play: virtual world morals]]></title><link>http://www.joystiq.com/2006/04/12/cybersex-is-childs-play-virtual-world-morals/</link><guid isPermaLink="true">http://www.joystiq.com/2006/04/12/cybersex-is-childs-play-virtual-world-morals/</guid><comments>http://www.joystiq.com/2006/04/12/cybersex-is-childs-play-virtual-world-morals/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a>, <a href="http://www.joystiq.com/category/simulations/" rel="tag">Simulations</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><a href="http://news.com.com/Phony kids%2C virtual sex/2100-1043_3-6060132.html"><img vspace="4" hspace="4" border="1"align="top" src="http://www.joystiq.com/media/2006/04/120406-kidsSL.jpg" alt="" /></a><br />We've already heardrecently about the <a href="http://www.joystiq.com/2006/04/10/virtual-prostitutes-make-real-cash/">sexy side of<em>Second Life</em></a>, a virtual world in which the players' imaginations are more or less the limits. This article,however, shows just what can -- and does -- happen in an 18  environment where players are given free rein. Although<em>Second Life </em>is no stranger to kinks and perversions, some fetishes provoke far stronger opposition thanothers.<br /><br />The case in point here is age play, a pastime in which adults put on kiddy avatars and act outscenes which would, in the real world, be considered paedophilic. Thanks to <em>Second Life</em>'s strict separation ofminors and adults, everyone taking part is of age, which makes for an interesting moral debate. Is this activity virtualpaedophilia, an offensive type of sexual play that should be banned lest it lead to real crime? Or is it simply anextension of the fantasy world, a harmless activity carried out in private?<br /><br />Sex-based virtual world<em>Rapture Online</em>, mentioned in the article, is playing it safe from the outset by not letting adults look likechildren. In <em>SL</em>, however, some official decisions may eventually have to be made on this front -- the simpleexistence of this sort of activity is enough to get some people riled up, but by infringing on users' freedoms tofantasise about whatever they want in private, the world loses some of its strength.<br /><br />[Thanks, Ken. Imageshows items available from some of <em>SL</em>'s kid-themed shops.]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/04/12/cybersex-is-childs-play-virtual-world-morals/">Cybersex is child's play: virtual world morals</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 12 Apr 2006 20:28:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://news.com.com/Phony%20kids%2C%20virtual%20sex/2100-1043_3-6060132.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/04/12/cybersex-is-childs-play-virtual-world-morals/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/608075/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/04/12/cybersex-is-childs-play-virtual-world-morals/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>age gap</category><category>age play</category><category>AgeGap</category><category>AgePlay</category><category>children</category><category>cybersex</category><category>kids</category><category>morals</category><category>online sex</category><category>OnlineSex</category><category>paedophilia</category><category>PC</category><category>sex and games</category><category>SexAndGames</category><category>virtual morals</category><category>virtual worlds</category><category>VirtualMorals</category><category>VirtualWorlds</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Wed, 12 Apr 2006 20:28:00 EST</pubDate></item><item><title><![CDATA[Prediction: One virtual world to rule them all]]></title><link>http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/</link><guid isPermaLink="true">http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/</guid><comments>http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/simulations/" rel="tag">Simulations</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><a href="http://www.wired.com/wired/archive/14.04/collide.html"><img vspace="4" hspace="4" border="0" align="right"alt="" src="http://www.joystiq.com/media/2006/03/250306-virtualworlds.jpg" /></a>This <em>Wired</em> piece bytechnology thinker Steven Johnson is a neat summary of a prediction about virtual worlds that's becoming increasinglycommon. If you take a step back from the MMOs and other online pursuits of today, you see a lot of standalone bubblesof activity with one common factor--you. However, you can't cross the boundaries between worlds, taking your <em>Halo2</em> friends list and reputation into <em>EverQuest</em> or sending your <em>Animal Crossing</em> characters messagesfrom your mobile.<br /><br />The prediction is that, relatively soon in the future, this won't be the case. As in<em>The Matrix</em>, as in Neal Stephenson's <em>Snow Crash</em>, one virtual world (or metaverse, if you prefer) willconnect everything together:<br /><br /><em>Within a decade, then, the notion of separate game worlds will probablyseem like a quaint artifact of the frontier days of virtual reality. You'll still be able to engage in radicallydifferent experiences - from slaying orcs to cybersex - but they'll occur within a common architecture.<br /></em><br/>The heterogeneous environment of home computing in the 1980s underwent a similar transformation; now it's virtualworlds' turn. Whether a proprietary product like <em>Second Life</em> (which resembles a fledgling metaverse) will cometo the fore, or whether it will (like the Internet itself) evolve out of open standards and protocols, only time willtell--either way, in ten years' time people will look back on this post, from their virtual homes in a virtual reality,and laugh.<br /><br />[Via <a href="http://terranova.blogs.com/terra_nova/2006/03/yeah_not_so_muc.html#more">TerraNova</a>]<br /><br /><strong>See also:</strong><br /> <ahref="http://www.joystiq.com/2006/03/16/wharton-dean-virtual-worlds-are-the-future-of-mba-education/">Wharton Dean:virtual worlds are the future of MBA education</a> <br /><ahref="http://www.joystiq.com/2006/03/23/virtual-crucifixion-punishes-bad-behaviour-online/">Virtual crucifixionpunishes bad behaviour online</a><br /><a href="http://www.joystiq.com/2006/03/22/is-online-gaming-antisocial/">Isonline gaming antisocial?</a><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/">Prediction: One virtual world to rule them all</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 25 Mar 2006 11:27:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.wired.com/wired/archive/14.04/collide.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/602640/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/03/25/prediction-1-virtual-world-to-rule-them-all/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>matrix</category><category>metaverse</category><category>mmo</category><category>multiplayer</category><category>online</category><category>pervasive</category><category>predictions</category><category>technology</category><category>virtual worlds</category><category>VirtualWorlds</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Sat, 25 Mar 2006 11:27:00 EST</pubDate></item><item><title><![CDATA[Virtual worlds' selective reflections of reality]]></title><link>http://www.joystiq.com/2006/02/09/virtual-worlds-selective-reflections-of-reality/</link><guid isPermaLink="true">http://www.joystiq.com/2006/02/09/virtual-worlds-selective-reflections-of-reality/</guid><comments>http://www.joystiq.com/2006/02/09/virtual-worlds-selective-reflections-of-reality/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/rpgs/" rel="tag">RPGs</a></p><img vspace="4" hspace="4" border="1" align="right" alt=""src="http://www.joystiq.com/media/2006/02/090206-alterego.jpg" />The announcement of Valentine's Day events for both <ahref="http://www.cityofheroes.com/news/archives/2006/02/valentines_day_1.html"><em>City of Heroes</em></a> and <ahref="http://www.wowinsider.com/2006/02/09/valentines-day-event-preview/"><em>World of Warcraft</em></a> comes hot onthe heels of a <a href="http://www.joystiq.com/2006/01/31/blizzard-vs-gaymers-are-other-minorities-next/">debate aroundvirtual identity</a> sparked off by a LGBT-friendly guild. The creation of in-game events that reflect popular worldholidays is increasingly fashionable; it seems no week goes by without some new festival being celebrated in<em>WoW'</em>s capital cities.<br /><br />However, by first stamping out discussions of sexuality, and then opening upthe floodgates by theming an event around love, what are Blizzard thinking? Will players be able to flirt with same-sexNPCs or will they be instantly banned for even venturing a hug? We hope that there will be some procedures in place tohelp stop harassment, as it can be difficult to throw off determined admirers at the best of times. <br /><br />As forthose gamers who prefer their MMOs with a dash of escapism, it seems to be a dying trend, especially amongst popularWestern games.<br /><br />[Image from the <a href="http://www.joystiq.com/2004/10/08/art-imitating-life/">Alter Ego</a>project]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/02/09/virtual-worlds-selective-reflections-of-reality/">Virtual worlds' selective reflections of reality</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 09 Feb 2006 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2006/02/09/virtual-worlds-selective-reflections-of-reality/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/589447/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/02/09/virtual-worlds-selective-reflections-of-reality/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>content</category><category>events</category><category>mmog</category><category>mmorpgs</category><category>PC</category><category>virtual worlds</category><category>VirtualWorlds</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Thu, 09 Feb 2006 11:00:00 EST</pubDate></item><item><title><![CDATA[Ingame lawyers may soon be necessary]]></title><link>http://www.joystiq.com/2006/01/04/ingame-lawyers-may-soon-be-necessary/</link><guid isPermaLink="true">http://www.joystiq.com/2006/01/04/ingame-lawyers-may-soon-be-necessary/</guid><comments>http://www.joystiq.com/2006/01/04/ingame-lawyers-may-soon-be-necessary/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a></p><a href="http://www.edery.org/2006/01/potential-liabilities-faced-by-mmog-developers/"><img vspace="4" hspace="4"border="1" align="right" alt="" src="http://www.joystiq.com/media/2006/1/040106-law.jpg" /></a>The complexity ofmassively multiplayer games is such that they are generally also called 'virtual worlds'--and as places that echo thereal world, they carry with them a whole host of unanswered legal questions. GameTycoon has compiled a list of issuesthat are currently unresolved in various worlds, including such touchy topics as theft, copyright, indecency andgambling.<br /> <br /> Most of these are crossovers from the real world, and are a result of the anonymising nature ofgaming: people of all ages and nationalities are subject to the same in-game laws, and may carry out actions in-gamethat are illegal for them to do in their own country. Scripted game interactions, such as killing human NPCs, are notan issue--but when other players get involved, it becomes an extremely murky area.<br /> <br /> While there have been<a href="http://www.joystiq.com/2005/12/14/marvel-vs-city-of-heroes-lawsuit-settled/">notable lawsuits</a> involvingonline game companies, it may not be long until legal action between players becomes commonplace; without ingame lawenforcement to handle it, these 'virtual' issues may soon become very real indeed.<br /> <br /> [via <ahref="http://gamepolitics.com/">GamePolitics</a>]

[Updated to fix minor typo]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2006/01/04/ingame-lawyers-may-soon-be-necessary/">Ingame lawyers may soon be necessary</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 04 Jan 2006 14:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.edery.org/2006/01/potential-liabilities-faced-by-mmog-developers/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/01/04/ingame-lawyers-may-soon-be-necessary/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/577734/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2006/01/04/ingame-lawyers-may-soon-be-necessary/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>gamepolitics</category><category>law</category><category>virtual worlds</category><category>VirtualWorlds</category><dc:creator><![CDATA[Jennie Lees]]></dc:creator><pubDate>Wed, 04 Jan 2006 14:30:00 EST</pubDate></item></channel></rss>