Fascinating article about the need to develop
21st Century reading skills. Basically these are the same skills taught
from the mid 20th Century on by Adler and Van Doren in their classic,
How to Read a Book, with the addition of the ability to exercise the self discipline necessary to not click on the browser while reading.
An interesting aside was this quote, "(Interestingly, Cairo found that
gamers were often better online readers: they were more comfortable in
the medium and better able to stay on task.)" Some of the 21st Century
skills we need are being learned by those who play online games.
Being a Better Online Reader - The New Yorker
Monday, July 21, 2014
Wednesday, February 12, 2014
Switzer and Switzer, Taxation of Virtual World Economies: A Review of the Current Status
Switzer, Jamie S. and Ralph V. Switzer. "Taxation of Virtual World Economies: A Review of the Current Status." Journal of Virtual Worlds Research 7, no. 1 (January 2014). http://journals.tdl.org/jvwr/index.php/jvwr/article/view/6292 (accessed January 10, 2014).
The authors, Jamie Switzer (Journalism - Colorado State University) and Ralph Switzer (Business - Colorado State University) examine in this article the current state of affairs regarding the taxation of virtual income in online game worlds (and certain other online worlds such as Facebook and Second Life). They assert that in spite of certain difficulties in the collection of these taxes that "virtual transactions are already subject to taxation under current U.S. law" (1).
Key to any discussion of taxation in online economies is what transactions to tax. Should all transactions be taxed or only those that involve the exchange of real currency in exchange for virtual goods [RMT or real money trading]? Further, what is a transaction? Would a World of Warcraft character who mines ore for sale to another player on the auction house owe taxes on that transaction? Does it matter that Blizzard Entertainment, the operators of World of Warcraft, expressly forbid RMTs in their terms of service? What about non-games like Lindon Labs' Second Life where mechanisms are included for the transfer of funds in and out of 'game' and where several people are reported to have made extensive real world fortunes through in world activities?
The authors performed an extensive literature review and examine these issues in depth. They present the literature in several thematic sections such as the "Taxing of Virtual Worlds" and the "Current State of Virtual Economies". These literature reviews are then used to inform their conclusions section. As would be expected, an extensive bibliography is attached that provides a snapshot of the current research.
The authors, Jamie Switzer (Journalism - Colorado State University) and Ralph Switzer (Business - Colorado State University) examine in this article the current state of affairs regarding the taxation of virtual income in online game worlds (and certain other online worlds such as Facebook and Second Life). They assert that in spite of certain difficulties in the collection of these taxes that "virtual transactions are already subject to taxation under current U.S. law" (1).
Key to any discussion of taxation in online economies is what transactions to tax. Should all transactions be taxed or only those that involve the exchange of real currency in exchange for virtual goods [RMT or real money trading]? Further, what is a transaction? Would a World of Warcraft character who mines ore for sale to another player on the auction house owe taxes on that transaction? Does it matter that Blizzard Entertainment, the operators of World of Warcraft, expressly forbid RMTs in their terms of service? What about non-games like Lindon Labs' Second Life where mechanisms are included for the transfer of funds in and out of 'game' and where several people are reported to have made extensive real world fortunes through in world activities?
The authors performed an extensive literature review and examine these issues in depth. They present the literature in several thematic sections such as the "Taxing of Virtual Worlds" and the "Current State of Virtual Economies". These literature reviews are then used to inform their conclusions section. As would be expected, an extensive bibliography is attached that provides a snapshot of the current research.
Selected Bibliography of Resources for the Study of the World of Warcraft
Selected Bibliography of Resources for the Study of the World of Warcraft
John E. Adkins, M.A., M.S.L.S.
University of Charleston, Charleston, West Virginia
Jeff Green, M.A.
Doctoral Candidate, Marshall University
South Charleston, West Virginia
Scope Note
This bibliography contains selected items related to the Massively Multiplayer online (MMO) game World of Warcraft. Items include two main areas of interest: first, scholarly studies and discussions of the game and its players and second, discussions on the use of MMOs and other gaming platforms in education. John's interest in this topic on a scholarly level began when he read Jane McGonigal’s recent book, Reality is Broken where she discusses her ideas about gamification as a way to enhance education in life in general. Also, as a lifelong gamer, though not a World of Warcraft player until recently, he has always felt that games held the potential to be far more than mere recreational activities. Jeff is also a lifelong gamer with an interest in how gaming relates to education.
World of Warcraft is an online video game that allows players to share in an immersive alternate reality world based very loosely on western fantasy/mythology tropes. In World of Warcraft the player is represented by a on screen character known as an avatar through which they are able to interact with the virtual world. Players can represent themselves as elves, dwarves, humans, or other beings and are able to tailor their avatar’s appearance, dress, and sex. As the classic New Yorker cartoon states, “On the Internet, no one knows you are a dog.” This ability to create an identity separate from one’s true identity is the subject of numerous studies by scholars. Other scholars have used World of Warcraft and other MMOs to model disease transmission or to study language or other aspects of human (or in some cases non-human) behavior.
This bibliography should be considered a working bibliography and is not intended to be exhaustive. Annotations will be added to items as time allows. The compilers are a librarian and gamer with graduate degrees in library science and historical studies and an economic researcher and doctoral candidate in Educational Leadership.
Books
Adams, Tyrone L. and Stephen A. Smith. Electronic Tribes: The Virtual Worlds of Geeks, Gamers, Shamans, and Scammers. Austin: University of Texas Press, 2008.
Atkins, Barry, and Tanya Krzywinska, eds. Videogame/Player/Text. Manchester, UK: Manchester University Press, 2012?.
Bainbridge, William Sims. The Warcraft Civilization: Social Science in a Virtual World. Cambridge, MA: MIT Press, 2010.
Castronova, Edward. Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press, 2005.
Chen, Mark. Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. New York: Peter Lang, 2011.
Corneliussen, Hilde G. and Jill Walker Rettberg, eds. Digital Culture, Play, and Identity: A World of Warcraft Reader. Cambridge, MA: MIT Press, 2008.
Cuddy, Luke and John Nordlinger, eds. World of Warcraft and Philosophy: Wrath of the Philosopher King. Chicago: Open Court, 2009.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmilan, 2007.
Harrigan, Pat and Noah Wardip-Fruin, eds. Second Person: Role Playing and Story in Games and Playable Media. Cambridge, MA: MIT Press, 2006.
Mayra, Frans, ed. Computer Games and Digital Cultures: Conference Proceedings. Tampere, Finland: Tampere University Press, 2002.
Nardi, Bonnie A. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor, MI: University of Michigan Press, 2010.
Reeves, Byron and Read, J. Leighton. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston, MA: Harvard Business School Press, 2009.
Qvortrup, L., ed. Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds. London: Springer-Verlag, 2000.
Taylor, T. L. Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2009.
Wardrip-Fruin, Noah, and Pat Harrigan, eds. Third Person. Cambridge, MA: MIT Press, 2012?.
Articles
Bessiere, Katherine, A. Fleming Seay and Sara Kiesler. “The Ideal Elf: Identity Exploration in World of Warcraft.” CyberPsychology & Behavior 10, no. 4 (2007): 530-5.
Brown, John Seely and Douglas Thomas. “The Gamer Disposition.” Harvard Business Review (2008).
Castranova, Edward. “Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier.” The Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology 2, no. 1 (2001). Available at< http://www.bepress.com/giwp/default/vol2/iss1/art1/>.
Chen, Chien-Hsun, Chuen-Tsai Sun and Jilung Hsieh. “Player Guild Dynamics and Evolution in Massively Multiplayer Online Games.” CyberPsychology & Behavior 11, no. 3 (2008): 293-301.
Curry, Kristal. “Warcraft and Civic Education: MMORPGs as Participatory Cultures and How Teachers Can Use Them to Improve Civic Education.” The Social Studies 101 (2010): 250-253.
Ducheneaut, Nicolas, Nick Yee, Eric Nickell, and Rober J. Moore. “Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft.” Games and Culture 1, No. 4 (2006): 281-317.
Golub, Alex. “Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game.” Anthropological Quarterly 83, no. 1 (2010): 17-45.
Griffiths, Mark. “Online Video Gaming: What Should Educational Psychologists Know?” Educational Psychology in Practice 26, no. 1 (2010): 35-40.
Grimes, Sara M. and Andrew Feenberg. “Rationalizing Play: A Critical Theory of Digital Gaming.” The Information Society 25 (2009): 105-118.
Krzywinska, Tanya. “Blood Scythes, Festivals, Quests, and Backstories: World Creation and Rhetorics of Myth in World of Warcraft.” Games and Culture 1, no. 4 (2006): 383-396.
Moore, Robert J. “Building an MMO with Mass Appeal: A Look at Gameplay in World of Warcraft.” Games and Culture 1, No. 4 (2006): 281-317.
Mortensen, Torill Elvira. “‘WoW is the New MUD’: Social Gaming from Text to Video.” Games and Culture 1, No. 4 (2006): 397-413.
Nakamura, Lisa. “Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft.” Critical Studies in Media Communication 26, no. 2 (2009): 128-44.
Oliver, Martin and Diane Carr. “Learning in Virtual Worlds: Using Communities of Practice to Explain How People Learn from Play.” British Journal of Educational Technology 40, no. 3 (2009): 444-457.
Pawlikowski, Mirko and Matthias Brand. “Excessive Internet Gaming and Decision Making: Do Excessive World of Warcraft Players have Problems in Decision Making Under Risky Conditions?” Psychiatry Research 188 (2011): 428-433.
Peters, Christopher S., and L. Alvin Malesky, Jr. “Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games.” CyberPsychology & Behavior 11, no. 4 (2008): 481-4.
Taylor, T.L. “Does WoW Change Everything? How a PvP Server, Multinational Player Base ans Surveillance Mod Scene Cause Me Pause.” Games and Culture 1, no. 4 (2006): 318-337.
___. “Multiple Pleasures: Women and Online Gaming.” Convergence 9, no. 1 (2003): 21-46.
Yee, Nick. “The Labor of Fun: How Video Games Blur the Boundaries of Work and Play.” Games and Culture 1, no. 1 (2006): 68-71.
Theses and Dissertations
Klastrup, Lisbeth. “Towards a Poetics of Virtual Worlds - Multi-User Textuality and the Emergence of Story.” PhD diss., IT University of Copehagen, 2003.
Mortensen, Torill Elvira. “Pleasures of the Player: Flow and Control in Online Games.” PhD diss., University of Bergen and Volda University College, 2003.
Sicart, Miguel. “Computer Games, Players, Ethics.” PhD diss., University of Copenhagen, 2006.
Tran, Chris. “What’s Real Anymore: A Comparison of World of Warcraft, Secondlife and Online Experiences.” MS thesis, University of North Texas, 2009.
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What is this site all about?
My intention with this site is to draw attention to scholarly works related to board, card, miniature and video gaming. I will post bibliographies and annotated bibliographies of relevant works in these areas as well as reviews and links to relevant news items and sites.
My interest in this area is both personal and professional. I am a life-long gamer as well as an academic library director with an interest in the social and educational aspects of the Internet. I have presented at library conferences on board gaming in the library and have ran board game events at public libraries in conjunction with my wife, who is a teen librarian in our local public library system.
I hope that you will find this material as fascinating as I do and that the site can grow beyond my own personal contributions to a collaborative resource for this area.
My interest in this area is both personal and professional. I am a life-long gamer as well as an academic library director with an interest in the social and educational aspects of the Internet. I have presented at library conferences on board gaming in the library and have ran board game events at public libraries in conjunction with my wife, who is a teen librarian in our local public library system.
I hope that you will find this material as fascinating as I do and that the site can grow beyond my own personal contributions to a collaborative resource for this area.
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