New feature for online MMO puts the player's facial expressions and movements into the game avatar in real time.
The player only needs a normal webcam to make the feature work. It also allows the player to alter their voice to fit the character they're playing.
After starring in First Kid
with the immortal Sinbad, Brock Pierce was left wondering what to do with the rest of his life. He decided to set out and make his fortune accumulating and selling items in EverQuest and World of Warcraft
Are you a gamer-widow?
Here is your lonely corner of the internet, with forums
and resources to help you find help.
Inspired by AskMe.
"Virtual Virus Sheds Light on Real-Life Behavior."
A researcher at Tufts University's Center for the Modelling of Infectious Diseases, Dr. Nina Fefferman,
is studying the behavior of World Of Warcraft players during the recent plague that broke out in Ironforge (discussed on Metafilter here
But Dr. Fefferman is not the first academic to study MMORPGs seriously. Edward Castronova
, an economist, arguably pioneered the field with his 2001 paper Virtual Worlds
, in which he argues that the economy in Everquest produced a GNP per capita somewhere between that of Russia and Bulgaria. (He has followed up that paper with many more
on similar subjects.)
Remember Shawn Woolley?
In November of 2001, Shawn committed suicide
. His mother blamed EverQuest
. Others placed the burden on internet addiction
. But nobody blamed his computer
Nobody, that is, except L K Tucker
. According to Mr Tucker, the blinking lights
on Shawn's computer triggered an episode of SPVP (Subliminal Peripheral Vision Psychosis
) -- and he may not be the only victim. SPVP could be the culprit behind other college suicides
and student disappearances
. It manifests in ICUs
, yoga sessions
and in airplane cockpits
-- but rarely in the office. Why, you ask? Because of Cubicle Level Prevention
, my friend. Cubicle Level Protection.
Game Theories: Are these virtual worlds the best place to study the real one?
The Gross National Product of EverQuest, measured by how much wealth all the players together created in a single year inside the game. It turned out to be $2,266 U.S. per capita. By World Bank rankings, that made EverQuest richer than India, Bulgaria, or China, and nearly as wealthy as Russia. (by Clive Thompson)
At the recent Digital Games Research Conference
held at the University of Utrecht, Netherlands, Florence Chee and Richard Smith presented a paper
on Everquest and its implications for addiction policy. Here's the full text
and a decent summary here
Step #1: play Everquest twelve hours per day. Step #2: shoot yourself in the head.
This being America, step #3 is of course: have your mother sue Sony on your behalf. She expects to uncover documents proving Sony knew Everquest is addictive, but maybe she'll just discover why she didn't do more to help her epileptic son as his life spiraled out of control.
Everquest kingdom richer than Bulgaria.
Norrath, the setting for the online game Everquest, has been found to be the 77th richest country in the world, sandwiched between Russia and Bulgaria. Research carried out in the United States shows that virtual internal markets, combined with illegal online trading on auction websites, mean that Norrath has a gross national product per capita of $2,266, bigger than China and India.
Everquest claims a child's life,
from the fatal neglect of a game-addicted father. Sentenced to 15 years in prison, the deadbeat dad squeezed his 9-month-old son and left him in a utility closet for over 24 hours while he played online. According to the prosecution, his son's crying was distracting him from the game.
I've been addicted to games before, and Everquest definitely has a reputation
for being one of the most addictive games ever, but this is just evil.
Everquest guide suicides. Or maybe not.
No one's really sure. Is this why they call it "Ever-Crack"?
[ From Salon via Flutterby
is just a game right? At what point do you play it so much
that is becomes your life
? And just what does it take
to be a player