The Proteus Paradox (33 page)

BOOK: The Proteus Paradox
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Chinese in America, The
(Chang),
90
–91

City of Heroes:
death penalties,
180
; gay players in,
209
–210; grinding in,
80
; and romance,
124
; sexism in,
102
,
105

City of Villains,
126
,
134

Clinton, Bill,
212

Code
(Lessig),
177

Collins, Nathan,
141

comic books,
22
–23

commercial activity and economies,
59
–64,
91
–94.
See also
work

CompuServe,
14
,
15
,
117
–118,
129

confidence and height study,
151
–152

Conscientiousness personality factor,
166
–167,
173

Copenhagen, University of,
19
,
97

corporations: in
EVE Online,
63
–64; gamification,
5
,
75
–77,
199
–201,
204
–205

Cosmos,
189
–190

Crawford, Chris,
97

Crowther, Will,
13

Curtis, Pavel,
203

Daedalus Project statistics: female players introduction to online games by males,
100
–101; gamer profiles,
6
–7,
24
,
28
,
209
–210,
220
n.5,
221
n.8; gender-bending,
111
,
227
n.17

Dark Age of Camelot:
commercial activity in,
93
; guilds,
71
; motivations for playing,
30
,
31
; and romance,
121
; rules and social interaction,
179
; setting of,
16

data-sharing initiatives,
159
–161,
169
–171,
189
–194

dating.
See
online dating websites; romance

death penalties,
179
–183

De Castell, Suzanne,
101

Diablo III,
107

Dibbell, Julian,
82
,
203
–204

dice-rolling automation,
11
–12

Difference Engine Initiative,
115

digital doppelgängers,
153
–158

digital enclosure,
176

diplomacy skills,
49
–50

Discovery Channel,
212
–213

dishonesty.
See
honesty and dishonesty

doppelgängers,
153
–158

downtime and social interaction,
184

DPS (Damage Per Second) classes,
18

Ducheneaut, Nicolas,
160

Duhigg, Charles,
174
–175

Dungeons and Dragons,
11
,
13
,
19
–20

Dungeons and Dragons Online,
49
–50,
57
,
110

dungeon seeding,
45
–46

Dutton, Donald,
146

economic conditions and negative stereotypes,
94
–95

economies, player driven.
See
commercial activity and economies

Electronic Frontier Foundation,
198

emotes,
19

enchanting (over-enchanting),
47
–48

Entertainment Software Association,
96

entrepreneurship,
59
–63

epidemics,
211

escape and freedom,
2
,
4
–5,
34
–36,
174
–176,
209
–210

Essex University,
13
–14

ethnic stereotypes,
79
–83,
83
–89,
94
–95

EVE Online:
corporations in,
63
–64,
75
; guilds,
68
; and romance,
123

EverQuest:
altruism and social interaction in,
181
–183,
184
–188,
191
; death penalties,
180
,
181
–183; downtime and social interaction,
184
; guilds,
68
,
70
,
72
; heroes and cowards in,
194
–195; motivations for playing,
28
,
32
,
33
,
35
–36; number of players of,
16
; and romance,
120
,
121
,
122
,
123
,
125
,
127
,
130
; rules and social interaction,
179
; sexism in,
106
; superstitions in,
39
,
43
–45,
51

EverQuest II:
death penalties,
180
; guilds,
73
,
74
; motivations for playing,
31
,
34
; and romance,
124
,
125
,
126
,
130
,
133
,
134
; and sexism,
96
,
102
,
103
,
109

Extraversion personality factor,
167
,
173

faces: the brain's priority treatment of,
139
–140; eye gaze and engagement,
143
–144; and morphing technology,
141
–142; similarities of, and perceived attractiveness,
140
–141

“Farm the Farmers Day,”
78
–79,
85

finalElf,
78
–79

Final Fantasy XI,
48
,
55

finders-keepers mentality,
177
–178

fixed interval rewards,
40
,
41
–43

FlyFF,
131
,
132

Foldit game,
77

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,
220
n.5 (
see also
gender and sexism); international demographics of,
25
–26,
220
n.6; motivations of,
28
–34; numbers of,
2
–3,
217
n.2; with physical disabilities,
209
; playing with friends and relatives,
27
–28,
221
n.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,
220
n.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,
220
n.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,
224
n.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,
219
n.11.
See also
monsters

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