The authors propose a small-world network model that combines cellular automata with the social mirror identities of daily-contact networks for purposes of performing epidemiological simulations. The social mirror identity concept was established to integrate human long-distance movement and daily visits to fixed locations. After showing that the model is capable of displaying such small-world effects as low degree of separation and relatively high degree of clustering on a societal level, the authors offer proof of its ability to display R0 properties—considered central to all epidemiological studies. To test their model, they simulated the 2003 severe acute respiratory syndrome (SARS) outbreak.
Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games – a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, such as public workplaces, recognizable company names or association with existing occupations. Through examining their identity work, this study argues that as more people are taking their work and leisure life online, ambiguity has become an important characteristic of these new cyber workers who provide labour service via the internet. Work identities which used to be established collectively and effortlessly now require active identity work to maintain.
The rapidly expanding ‘‘free-to-play’’ online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ‘‘free game’’ participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather than members of a gaming community. This change is occurring at a time when the line separating game and physical worlds is becoming less distinct. The new business model entails a subtle but significant reduction in consumer rights awareness, which explains why some members of the greater gaming community are negotiating a new sense of fairness and arriving at a new consensus regarding legitimate gameplay.
The aim of this study was to look at motivations behind altruistic behavior in virtual communities by studying the sharing of game tips by experienced gamers. We examine several possible motivations (pure altruism, generalized reciprocity, and reputation) and qualitatively analyze tip types in terms of usefulness, visibility, and skill level. We found that in games that do not support a "performance stage" for skill demonstration, players often share game tips as a strategy to attract attention. To a certain degree, reciprocity can be used to explain small favor exchanges, but earning social reputation is often a much stronger motivating factor.
The authors look at computer-mediated simulation as an approach to studying social science issues and discuss its limitations, with the design process for a Multiple-User Dungeon (MUD) game serving as a context. Using data gleaned from interviews with the MUD designers, the authors present three findings: (a) fun is a key difference between simulations and reality, because a MUD user can always walk away from a game that is not fun but cannot walk away from difficult real-life situations; (b) simulated social systems require time and commitment from a fairly large population, which conflicts with the typical level of patience observed in most computer game players; and (c) the roles of technicians and designers as mediators in simulated social environments is an area requiring detailed study, because their attitudes toward technical constraints, social values, and stereotypes exert a strong influence on the appearance of their final products.The use of computer networks and computer simulations to study social science issues has so far been very limited; thus, their potential as research tools in this area has remained largely unexplored. Simulation applications in the social sciences are categorized as system modeling, computer-mediated simulation, and microsimulation. The first uses computer simulation tools and techniques to create models for the purpose of studying social system dynamics and processes. The second involves the construction of a computer-mediated environment in which users interact, allowing researchers to observe and analyze social relations and collective patterns. The third entails the creation of an artificial society by researchers who have the power to manipulate the details of individual agents and interactive rules. Here we will use the second approach to identify conditions and limitations for its use as a means of studying social science issues. Our goal is to generate suggestions for the expanded use of computer simulation programs in social science research.To accomplish this goal, we organized and observed the development of a MultipleUser Dungeon or Multiple-User Domain (MUD) game. The original objective of this social education MUD was raising the consciousness of its users regarding gender
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