Tag: gaming

Privacy and Piracy: Investigating Unauthorized Online Gaming

Editor’s Note: This is the third post in our Law in Computation series. When we play an online game like World of Warcraft, where are we? This is not just a metaphysical question—are we in the fantasy world of Azeroth or in front of our computers—but a legal one as well. And there are multiple answers to that legal question. We might take a look at the space of intellectual property at the level of code and creation, whether corporate or by the players. There is also the space of law within the game, of the rules and norms guiding play (De Zwart and Humphreys 2014). What I’m concerned with here, though, are the servers, located in physical places, that connect players through infrastructures of connection whose worlds are sometimes disconnected by proprietary and computational decisions of game world owners. Servers keep online games alive. When online gamers talk about a game world being disconnected, they often point to the server as being “unplugged” or “turned off.” While official game servers are typically owned by game developers and corporations, players are now harnessing this power themselves, using privately-owned servers (“private servers”) as a viable solution for restoring and sustaining older versions of online games previously consigned to oblivion. But why? (read more...)

The Nerd is Dead, Long Live the Nerd!

Editor’s note: This is a co-authored post by Lina Eklund and Evan Conaway. On the internet, a war for identity is being fought in the previously hidden depths of nerd subcultures. In this post we offer a view from the trenches,  examining the rise of a new nerd as different opposing sides embrace the networked structure of online social life. We propose that shifting nerd identities offer new venues for thinking through how technology shapes and is shaped by culture. During the last half-decade, “alt-righters” (we are using the term loosely) and so-called “social justice warriors” (or SJWs) have exchanged blows on social media networks, forums, news-sites, etc. Seemingly everywhere on the internet the right to define oneself as a nerd is being contested at institutional, commercial, technical, and social levels. Originally the preoccupation of a select group of white men, being a nerd is now available to everyone, everywhere as subcultures expand into mainstream culture. (read more...)

Anthropological investigations of MIME-NET

As a new year’s resolution for 2012, I started a wordpress blog titled Robot Futures (see http://robotfutures.wordpress.com/about-this-blog/). The idea was to do some writing that could be more timely and critical than journal publications allow (though the deadlines of the latter and the rest of academic life have limited my posts!) about developments in robotics and artificial intelligence, particularly in the area of remotely-controlled war fighting. Increasingly distressed by the use of armed drones (see Medea Benjamin’s brilliant new book Drone Warfare: Killing by remote control, 2012, OR Books) and the arming of robots (including the 710 Warrior by Boston-based iRobot, makers of the Roomba vacuum cleaner), I’ve begun to focus my research on what James der Derian (Virtuous War, 2009) has identified as the military-industrial-media-entertainment network (MIME-NET), particularly as it has emerged over the past twenty years within the United States and Britain. As someone who has made a (read more...)