Consent systems

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Aug 272017
 

I was asked on Twitter recently for references for my mention of “consent systems” in my talk on “What AR and VR can Learn from MMOs.” I didn’t have any handy at the time but today I had some free time so I went looking.

Textual antecedents

The basic concept can be found throughout roleplay social virtual worlds such as MUSHes. (For example: Black Ops MUSH, The Lady’s Cage MUSH, Star Wars Omens). These sorts of worlds typically do not have combat systems, and rely heavily on free-form emotes (though the commands there more often have the syntax “pose” or “emit” or the like). Like any other full roleplay environment, of course, fights and conflicts happen all the time.

This description of how it happens in practice is pretty good: Continue reading »

On SiriusXM tomorrow!

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Apr 132014
 

I’ll be speaking on SiriusXM Business radio on The Digital Show Monday at 2pm Pacific/5pm Eastern, with Kartik Hosanagar of Wharton. It’s on channel 111, and the topic will be virtual reality.

This is of course occasioned in part by my post on the sale of Oculus to Facebook, but I hope we spend time talking about the broader context: how VR is one of the things that a beleaguered core gamer audience is looking to as a great saving hope, and how VR has the potential to link into long-dormant Metaverse dreams, and more. And of course, whether VR is really where it’s going to be at, or whether AR is really the hotter space… though really, I am of the opinion that they are more or less the same thing… about which more on the show. 🙂

Avatar rights come back

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Apr 102011
 

The Lawbringer: A prelude to avatar rights is an article kicking off what appears to be a series looking at avatar rights in the context of World of Warcraft. It has been a while since the original article on avatar rights has been commented on much on the web, though it still regularly gets discussed in books on Internet law. Very few worlds ever adopted any variant of this as a terms of service, and Metaplace doing so back when we ran a customer-facing service had no real impact other than garnering some publicity.

Oddly enough, the article has been much on my mind lately, mostly because of how it closes, with a prediction that avatar service providers will both hold immense quantities of personal information but also dominate the market, making it hard to use an alternate provider:

Someday there won’t be any admins. Someday it’s gonna be your bank records and your grocery shopping and your credit report and yes, your virtual homepage with data that exists nowhere else…  it may be a little harder to write to Customer Service. Your avatar profile might be your credit record and your resume and your academic transcript, as well as your XP earned.

On the day that happens, I bet we’ll all wish we had a few more rights in the face of a very large, distributed server, anarchic, virtual world where it might be very very hard to move to a different service provider…

…It’s a hypothetical exercise.

For now.

“Declaring the Rights of Players”, 2000

Not very long ago my daughter was banned from Facebook. She has no idea why; neither do I. I would keep an eye on her page, and there was nothing untoward on it that I saw. She hadn’t been using it actively, and it took her several days to notice it was gone. And she’s just not interested in it enough to bother setting up a new one.

Continue reading »

Jan 252011
 

This afternoon I was on a panel on mergers and acquisitions in the social games market alongside a bunch of great folks. It was the last session of the day, and they asked me to go “all designery” so I did. 🙂

You can find a liveblog here:

ISA 2011: Live-Blogging the Mergers and Acquisitions Landscape for Small and Mid-Size Developers.

And a news article here:

ISA 2011: Small Developers Don’t Need to Sell Out Yet

You can also get the highlights of the entire conference by simply reading the search results for the #isa2011 hashtag on Twitter.

Zuckerberg talks games

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Jun 232010
 

Inside Social Games has an interview with Facebook CEO Mark Zuckerberg. There are a couple of things there that discuss their games strategy. A few sample quotes specific to games are below, but the whole thing is worth reading.

On viral versus retention (“viral strength… optimizes for apps that are very viral instead of apps that are high quality and that people want to reengage”):

…we intentionally weakened the viral channels recently, and intentionally strengthened reengagement with emails, so that there will be better apps.

On small companies succeeding:

Continue reading »

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