![]() ![]() Although Johnson privileges graphics, textual interfaces remain (both as a foundation for graphical interfaces and for greater customization at a deeper level through various forms of scripting and terminal command-line interaction), parallel interfaces that grant deeper levels of access to the computer's basic systems. ![]() (2005) ‘Bank of America gets MBNA: $35b deal to create biggest credit card issuer in US’, The Boston Globe, 1 Jul. For example, in the recent merger between MBNA and Bank of America, 20 percent of the $35 billion that Bank of America offered was considered to be for MBNA's accumulated goodwill (Talcott 2005 The value of goodwill may be enormous and figures prominently in the calculations of mergers and acquisitions. (All figures come from, an excellent source of data and analysis on the MMOG industry.) According to Linden Lab, Second Life passed the 100,000 ‘resident’ benchmark in January 2006 ( ).ģ. The most popular MMOG as of July 2005 was World of Warcraft with approximately 2,000,000 subscribers Sony's Everquest (to which we compare Second Life in terms of player creativity and intellectual property policies) had about 500,000 subscribers Second Life had about 30,000, although it is one of the fastest growing MMOGs. It is jointly sponsored by the Berkman Center for Internet and Society at Harvard Law School, the Information Society Project of Yale Law School, and the Institute for Information Law and Policy at New York University Law School. ‘State of Play’ is one of the premier academic conferences on digital gaming in the US, bringing together scholars in law, humanities, and social sciences with intellectual property lawyers, new media artists, game developers, and gaming industry executives. An examination of Linden Lab's Second Life – one of the fastest growing MMOGs and the first to affirm players’ intellectual property rights in their digital creations – provides an illustration of both the limits and possibilities afforded by goodwill as a form of emerging governance in game worlds.ġ. Technological capacities for consumers to become producers of gaming content changes the terrain upon which conflicts between corporations and consumers about intellectual property are negotiated and enhances the value of goodwill. This enables us to better understand shifting relations of power and reciprocity between corporations and consumers in digital gaming contexts, where the division between player-consumption and player-production is increasingly blurred. We develop a theoretical framework based on cultures of circulation involving network sociality, circuits of interactivity and the extensibility of the computer/user interface. Most critical analyses of intellectual property consider neither the centrality of goodwill to corporate management of their intellectual properties in digital environments, nor the significance of the legal conditions that structure activity in such contexts. The analysis centers on the creation and management of goodwill, an intangible asset of considerable value to corporations based on affective bonds between consumers, corporations, and their commodities in the marketplace. This article examines the performativity of intellectual property in digital gaming environments, with a focus on Massively Multi-Player On Line Games (MMOGs). ![]()
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