Read The Proteus Paradox Online
Authors: Nick Yee
Chinese in America, The
(Chang),
90
â91
City of Heroes:
death penalties,
180
; gay players in,
209
â210; grinding in,
80
; and romance,
124
; sexism in,
102
,
105
Clinton, Bill,
212
Code
(Lessig),
177
Collins, Nathan,
141
comic books,
22
â23
commercial activity and economies,
59
â64,
91
â94.
See also
work
CompuServe,
14
,
15
,
117
â118,
129
confidence and height study,
151
â152
Conscientiousness personality factor,
166
â167,
173
Copenhagen, University of,
19
,
97
corporations: in
EVE Online,
63
â64; gamification,
5
,
75
â77,
199
â201,
204
â205
Cosmos,
189
â190
Crawford, Chris,
97
Crowther, Will,
13
Curtis, Pavel,
203
Daedalus Project statistics: female players introduction to online games by males,
100
â101; gamer profiles,
6
â7,
24
,
28
,
209
â210,
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
â161,
169
â171,
189
â194
dating.
See
online dating websites; romance
death penalties,
179
â183
De Castell, Suzanne,
101
Diablo III,
107
dice-rolling automation,
11
â12
Difference Engine Initiative,
115
digital doppelgängers,
153
â158
digital enclosure,
176
diplomacy skills,
49
â50
Discovery Channel,
212
â213
dishonesty.
See
honesty and dishonesty
doppelgängers,
153
â158
downtime and social interaction,
184
DPS (Damage Per Second) classes,
18
Ducheneaut, Nicolas,
160
Duhigg, Charles,
174
â175
Dungeons and Dragons,
11
,
13
,
19
â20
Dungeons and Dragons Online,
49
â50,
57
,
110
dungeon seeding,
45
â46
Dutton, Donald,
146
economic conditions and negative stereotypes,
94
â95
economies, player driven.
See
commercial activity and economies
Electronic Frontier Foundation,
198
emotes,
19
enchanting (over-enchanting),
47
â48
Entertainment Software Association,
96
entrepreneurship,
59
â63
epidemics,
211
escape and freedom,
2
,
4
â5,
34
â36,
174
â176,
209
â210
Essex University,
13
â14
ethnic stereotypes,
79
â83,
83
â89,
94
â95
EVE Online:
corporations in,
63
â64,
75
; guilds,
68
; and romance,
123
EverQuest:
altruism and social interaction in,
181
â183,
184
â188,
191
; death penalties,
180
,
181
â183; downtime and social interaction,
184
; guilds,
68
,
70
,
72
; heroes and cowards in,
194
â195; motivations for playing,
28
,
32
,
33
,
35
â36; 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
â45,
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
â140; eye gaze and engagement,
143
â144; and morphing technology,
141
â142; similarities of, and perceived attractiveness,
140
â141
“Farm the Farmers Day,”
78
â79,
85
finalElf,
78
â79
finders-keepers mentality,
177
â178
fixed interval rewards,
40
,
41
â43
Foldit game,
77
football, similarities to online games,
36
â37
Forbes,
115
Frag Dolls,
101
Frank, Mark,
147
freedom and escape,
4
â5,
34
â36,
174
â176,
209
â210
free labor,
77
gamers: and addiction,
36
â38; ages of,
24
â25,
26
; as antisocial,
27
â28; emotional investment by,
28
; escape and,
3
â4,
34
â36,
74
; gender of,
25
,
96
â97,
220
n.5 (
see also
gender and sexism); international demographics of,
25
â26,
220
n.6; motivations of,
28
â34; numbers of,
2
â3,
217
n.2; with physical disabilities,
209
; playing with friends and relatives,
27
â28,
221
n.8; with sexuality issues,
209
â210; stereotypes about,
22
â24; time spent on game-related activities,
188
â189; time spent playing games by,
26
â27,
220
n.7
gamification,
5
,
75
â77,
199
â202,
204
â206
Garriott, Richard,
15
gender and sexism,
96
â116; and access to online games in traditionally male territories,
98
â99; and assumption that women play only with significant others,
100
â101; and designing games for women,
97
â98; gender-bending and,
111
â113; and history of computer science,
99
â100; male fantasies about women,
104
â108; and male versus female armor,
106
â107; number of women gamers,
25
,
96
â97,
220
n.5; as online problem versus social problem,
114
â116; and perceived differences between male and female gamers,
108
â110; and presumption of incompetence,
102
â104; and presumption of lack of interest in games,
101
â102; sexual harassment,
106
; using game behaviors to predict gender,
174
Georgia Institute of Technology,
212
Gilovich, Thomas,
147
gold and gold farmers,
78
â79,
81
â89,
91
â94,
224
n.6
Gosling, Sam,
168
Got Game
(Beck and Wade),
75
â76
graphical capabilities,
12
â13,
14
â15
grinding,
39
,
75
,
79
â83,
93
â94
Grodal, Torben,
97
Guardian,
82
â83
Guettal, Adam,
187
guilds,
65
â75; formation of,
18
â19,
65
â66; leadership as second job,
73
â75; personalities and,
66
â69; predicting survival of,
161
â162; and raids,
68
â72; and romance,
121
Guild Wars,
65
Guy4Game.com,
80
Hadean Drive Yards,
63
â64
height and confidence study,
151
â152
height and income study,
151
Hershfield, Hal,
154
heuristics,
54
,
139
â140,
156
â157
History Channel,
212
â213
honesty and dishonesty: and appearance enhancement,
138
â139; deception of “Joan” on CompuServe,
117
â119; in real world versus online world,
134
â137; and romance in online games,
129
â131; in wallet-dropping experiments,
177
â178
human brain: learning by watching others,
155
â156; and new technology,
52
â54,
156
â158; priority treatment of faces by,
139
â140
human-computer interaction,
51
â52
Hyde, Janet Shibley,
109
hydroponic supplies and surveillance,
175
â176
hyperpersonal interactions,
129
Illinois, University of,
12
income and height study,
151
Innova,
171
instances,
45
Institute of Creative Technologies,
198
,
214
â215
Island of Kesmai,
14
Iyengar, Shanto,
141
Jackson Personality Inventory,
165
Japan, wallet-dropping experiments,
177
â178
Jenson, Jennifer,
101
jobs.
See
commercial activity and economies; work
Judge, Timothy,
151
Kazan, Olga,
3
Kerry, John,
141
â142
Kimmel, Jimmy,
23
â24
Knowledge Networks,
141
â142
Kriegsspiel,
9
Kunis, Mila,
23
â24
Langlois, Judith,
148
Learning Channel,
212
â213
Legends of Cosrin,
67
Lessig, Lawrence,
177
leveling up,
17
â19,
41
â42,
79
â83
Light in the Piazza, The
(Guettal),
187
Little Wars,
9
lock-in,
204
â205
Long Island bridges,
113
â114
loot,
17
â18,
44
â46,
67
â68,
69
Lord of the Rings
(Tolkien),
10
â11
Lord of the Rings Online,
181
,
186
,
192
love.
See
romance
Lucas, Kristen,
97
luck and lucky charms,
46
â47,
54
â56
lynchings,
94
magical causality,
55
â57
Manchester, University of,
82
manufacturing,
59
â64
Martial Heroes,
125
massively multiplayer online role-playing games (MMORPGS, MMOs),
2
â3,
15
â16.
See also
online games
Maze War,
13
McKinsey Global Institute,
153
McRobbie, Angela,
22
â23
Measures of Personality and Social Psychological Attitudes,
165
Metaplace,
215
Michigan, University of,
177
MIDI,
204
military training,
9
,
198
,
214
â215
miniature wargames,
9
â11
Mischel, Walter,
187
â188
MMORPGs (MMOs).
See
massively multiplayer online role-playing games (MMORPGs, MMOs)