Read The Proteus Paradox Online
Authors: Nick Yee
modders (modding community),
169
â170
money sinks,
92
â93
monsters: as focus of online games,
18
; health points,
11
â12; and raids,
18
â19,
68
â72; Rotface,
70
â71; spawning/respawning,
43
â45; targeting certain players,
55
â56.
See also
mobs (mobiles)
Moore, Bob,
160
MOOs (MUD Objective Oriented),
203
â204
Moses, Robert,
114
motivations: achievement,
29
â31; diversity of,
28
â29; escape,
34
â36; gender differences in,
97
,
108
â110; immersion,
32
â34; social interaction,
31
â32
MUD (Multi-User Dungeon),
13
â14,
19
â20,
203
Nardi, Bonnie,
4
Nass, Clifford,
51
â52
Neuroticism personality factor,
167
,
174
Newsweek,
23
New Yorker,
175
New York University Stern School of Business,
154
Nickell, Eric,
160
OCEAN (Big Five personality factors),
166
â168,
173
â174; Agreeableness factor,
167
,
173
; Conscientiousness factor,
166
â167,
173
; Extraversion factor,
167
,
173
; Neuroticism factor,
167
,
174
; Openness to Experience factor,
166
,
174
Ohio State University,
113
,
154
â155
Oliver, John,
165
online dating websites,
126
â127,
136
â137,
153
online games: addiction to,
36
â38; altruism in,
181
â183,
184
â188,
194
; as antisocial,
27
â28; character independence versus social interaction,
184
â188,
190
â192,
195
â196; core gameplay of,
17
â19; criticism of/warnings about,
3
â4,
22
â23,
27
â28,
37
â38; and data accessibility,
159
â161,
189
â194; death penalties in,
179
â183; early multi-user games,
13
â14; early networked games,
12
; emphasis on war and combat in,
20
â21; fantasy literature and,
10
â11; first role-playing games,
11
â12; gameplay motivations,
28
â34; graphics capabilities of,
12
â13,
14
â15; history of,
9
â17; integration of, into real life,
5
,
75
â77,
199
â202,
204
â206; massively multiplayer online role-playing games (MMORPGs, MMOs),
15
â16; miniature wargames,
9
â11; personality expression in,
168
â176; as primary implementation of virtual worlds,
20
â21; promises of,
2
,
4
â5,
174
â176,
209
â210; reliance on avatars,
21
; and romance (
see
romance); rules/laws and social interaction,
179
; simultaneous and independent evolution of,
19
â21; success/popularity of,
16
â17; superstitions in (
see
superstitions); using repetitious formulas when designing,
206
â207; who plays (
see
gamers); as work,
73
â75,
193
â194.
See also
gamers; virtual worlds;
specific games
ooze creatures,
70
â71
Openness to Experience personality factor,
166
,
174
operant conditioning,
39
â43
Oregon, University of,
165
over-enchanting,
47
â48
Palo Alto Research Center (PARC),
79
,
111
â112,
160
â162,
164
,
171
â176
personality: assessment of (Big Five factors),
165
â168,
173
â174; digital expression of,
168
â176; notion of personality traits as myth,
187
â188
Personality Factor Questionnaire,
165
personality psychology,
162
â165,
187
â188
personal space,
52
â53
physical disabilities,
209
Pirates of the Burning Sea,
191
placeholders,
43
PLATO (Programmed Logic for Automated Teaching Operations),
12
power-leveling services,
80
â83
Power of Habit, The
(Duhigg),
174
â175
protein-folding game,
77
Proteus Paradox,
4
â5,
54
,
75
,
95
,
114
,
117
,
138
,
175
,
195
,
197
psychology,
162
â165,
187
â188
PvE (player-versus-environment),
19
PvP (player-versus-player),
19
,
30
,
224
n.6
QuestHelper,
192
Ragnaros,
72
“Rape in Cyberspace, A” (Dibbell),
203
â204
Ray, Sheri Graner,
105
Reality Is Broken
(McGonigal),
4
,
76
Realm Online,
27
relationships.
See
romance; social interaction
Retirement Confidence Survey (2012),
153
retirement savings experiment,
154
reward systems,
39
â43
role-playing games,
11
â17,
33
.
See also
online games
romance,
117
â137; and communication outside the game,
123
â124,
130
; deception and risk and,
117
â119,
129
â131,
134
â137; declarations of affection,
122
â123; face-to-face meetings,
124
â125; geographical distances and,
124
â125; happy and unhappy endings,
125
; incubation periods for,
122
; initial meetings,
120
â122; meeting in online games versus dating sites,
126
â127; openness and honesty and,
127
â129; shyness and,
131
â132; stigma against,
119
â120; and taking looks out of the equation,
132
â134
Romine, Morgan,
101
â102
Rosedale, Philip,
200
â201
Rotface,
70
â71
San Francisco Chronicle,
3
Second Life,
53
,
139
,
199
â201,
214
Seduction of the Innocent
(Wertham),
22
seeding the instance,
45
â46
self-perception effect,
150
Seriosity,
199
sexism.
See
gender and sexism
sexuality issues,
209
â210
Sherry, John,
97
shyness,
131
â132
SimCity,
21
Sinclair, Heather,
49
Skinner, B. F. (Skinner box),
41
â42
social interaction: and altruism,
184
â188; versus character independence,
184
â188,
190
â192,
195
â196; down-time and,
184
; hyperpersonal interactions,
128
â129; as motivation for playing games,
31
â32; rules/laws and,
179
.
See also
romance
Southern California, University of,
22
Spacewar,
12
â13
spawn dances (spawning, respawning),
43
â45
Srivastava, Sanjay,
165
Stanford University Virtual Human Interaction Lab,
1
â2,
142
â143,
148
â153
Star Wars Galaxies:
death penalties,
180
; entrepreneurship in,
59
â63; rules and social interaction,
179
Steiner, Peter,
175
superstitions,
37
â58; about over-enchanting,
47
â48; dungeon seeding,
45
â46; and game developers as gods,
54
â57; high risk/low probability events and,
49
,
50
â51; as indication of engagement,
57
â58; interaction with new technology and,
51
â54; lucky charms,
46
â47; persistence of,
49
â50,
51
; psychological triggers and,
51
â54; reward systems and,
39
â43; spawn dances,
43
â45
surveillance,
162
â163,
174
â176
Sutherland, Ivan,
197
Synthetic Worlds
(Castronova),
4
,
96
Tabula Rosa,
192
Taiwan cybercafés,
98
â99
Tale in the Desert, A,
27
Talon,
72
tank classes,
18
Target,
174
â175
targeted advertising,
77
,
115
,
157
â158,
174
â175,
211
â212
technology, human interaction with,
51
â54
Terranova, Tiziana,
77
Texas, University of,
168
Toledano, Gabrielle,
115
Tolkien, J. R. R.,
10
â11
Total Engagement
(Reeves and Read),
76
Trubshaw, Roy,
13
â14
US presidential elections,
141
â142,
212
Valins, Stuart,
144
â146
video games,
9
,
14
,
21
,
22
â24,
25
,
28
,
212
.
See also
online games
Village Voice,
203
â204
virtual classrooms,
143
â144
virtual currencies,
80
â83,
91
â94
Virtual Human Interaction Lab, Stanford University,
1
â2,
142
â143,
148
â153
virtual reality,
148
â153,
197
â199,
207
virtual worlds: computer system mediation of human interactions,
141
â142; funding of,
214
â215; influencing reality,
211
â213; online games as primary implementation of,
20
â21; promises of,
2
,
4
â5,
174
â176,
209
â210; and reimagining reality,
213
â214; and replicating reality,
197
â201,
204
â208,
210
â211; social norms in,
52
â53; and social science research,
1
â2,
162
â164; versus virtual reality,
197
â199.
See also
avatars; online games
Voodoo Doll,
203
â204
VPL Research,
198
Wade, Mitchell,
75
â76
wallet-dropping experiments,
177
â178
Walther, Joe,
129
war simulation,
9
â10,
12
â13,
20
â21
Washington Post,
3
Wells, H. G.,
9
Wertham, Fredric,
22
West, Mark,
177
â178
Wi Flag,
55
â56
Winner, Langdon,
114
women.
See
gender and sexism
work: commercial activity in games,
59
â63,
64
â65; corporate use of games at (gamification),
5
,
75
â77,
199
â202,
204
â206; online communities and free labor,
77
; online games as,
65
â75,
193
â194
World of Warcraft:
Armory,
169
â171; character independence in,
184
,
186
â187,
195
; and data accessibility,
159
â162,
169
â171,
189
â191;
death penalties,
180
; demographics,
25
â26,
108
â109; gender-bending in,
111
â112; gold farmers and ethnic stereotypes in,
78
â79,
82
â89,
91
â94; guilds,
65
â66,
67
,
69
,
72
,
73
,
74
,
75
; in-game plague,
211
; in-game protest and account suspensions,
176
; launch of,
17
; leveling-up times in,
79
; Mila Kunis and,
23
â24; number of players,
195
; number of subscribers to,
3
; personality expression in,
171
â176; power-leveling in,
80
; and romance,
117
,
122
,
123
,
124
â125,
126
,
127
,
128
,
130
,
132
,
133
; Rotface,
70
â71; and sexism,
102
,
105
,
110
; and social interaction,
179
,
184
,
186
â187,
190
â193; superstitions,
45
â46,
46
â47,
50
; virtual gold sales,
81