



These are the slides from my AoIR 2008 talk being presented in Copenhagen tomorrow. The Camtasia file with audio can be found here.
If you have questions or comments please feel free to leave them here. I’m eager to hear what folks think.






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I really enjoyed this analysis. I’m surprised that trade or e-commerce didn’t emerge as a facet, given that it is so central to the business models of so many worlds.
Another facet which determines the degree of socialization, the level of discourse, and the breadth of vision of the participants is whether the world is age-restricted. I don’t think that Studio Wikitecture could have emerged on the teen grid.
– Peter
Peter: Thanks for the comment! I think trade didn’t bubble up as a factor because there were enough worlds with only simple economies (ie players sell things to merchants that they find etc). Trade is certainly an important factor in many worlds because it can be the only reason players interact. If I had decided to focus on 15 rather than 10 facets I think it would have been on the list.
The age-restrictions factor into the access facet.
Sarah
Dear Sarah,
i’ll found your presentation while i was searching for more input for my term papers with title: Economical analyse of virtual worlds and possibilities of mobile services as a add on.
I’m very interested in your approach and i wonder if it would be ok for you if i use your approach in my term paper with your reference.
The German Student
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