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Encyclopedia of Computer Science and Technology

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online games 347sive gambling. Opponents have charged that the legalizationmeasure is being backed by major “brick <strong>and</strong> mortar”casinos who want a piece <strong>of</strong> the online action, as well as thecredit card companies, which would also get a piece <strong>of</strong> eachtransaction. (As <strong>of</strong> 2007 neither this nor other attemptsto legalize online gambling in the United States have beenpassed.)Further ReadingDunnington, Angus. Gambling Online. Hassocks, West Sussex,U.K.: D&B Publishing, 2004.Norton, Kate. “Online Gambling Hedges Its U.S. Bets.” BusinessWeek, August 21, 2006. Available online. URL: http://www.businessweek.com/globalbiz/content/aug2006/gb20060821_544446.htm. Accessed October 9, 2007.Somach, Tom. “Gambling Gold Rush? A Congressional PushLast Year Stopped Many Americans from Playing the GamesOnline, but the Law May Be Changed.” San Francisco Chronicle,July 2, 2007, p. C1–2.Vogel, J. Philip. Internet Gambling: How to Win Big Online PlayingBingo, Poker, Slots, Lotto, Sports Betting & Much More. NewYork: Black Dog & Leventhal Publishers, 2006.Woellert, Lorraine. “A Web Gambling Fight Could Harm FreeTrade.” Business Week, August 12, 2007, p. 43. Available online.URL: http://www.businessweek.com/magazine/content/07_33/b4046041.htm. Accessed October 9, 2007.online gamesOnline games today range from elaborate war games toopen-ended fantasy worlds to virtual universes that mirror“real-world” activities, including economics, politics, <strong>and</strong>even education.The first online games appeared in the late 1970s onPLATO, an educational network, as well as on the earlyInternet <strong>of</strong> the 1980s. These MUDs (multiuser dungeons)were generally based on pen-<strong>and</strong>-paper role-playing games<strong>of</strong> the time, notably Dungeons & Dragons. These games wereSecond Life is not a “game,” but a virtual world that now includesjust about every known human activity—its money is evenexchangeable for real-world cash. (Copyright 2006, LindenResearch Inc., All Rights Reserved)text based, with players typing their characters’ actions<strong>and</strong> dialog while the changing world as seen by the playerswas similarly described. By the early 1990s, however,MUDs had spun <strong>of</strong>f many variants. Many were still “hackn’ slash” dungeon games (which were also <strong>of</strong>fered on AmericaOnline <strong>and</strong> other commercial services). Many <strong>of</strong> theseMUD-like games such as AOL’s Neverwinter Nights <strong>of</strong>feredsimple graphics. Meanwhile other games began to <strong>of</strong>fermore sophisticated social interactions as well as the ability<strong>of</strong> players to make their own additions to the game world,including buildings.Massively Multiplayer OnlineRole-Playing Games (MMORPGs)Today’s online games feature a “persistent world” hosted onone or more servers that grows <strong>and</strong> develops from day to day<strong>and</strong> in which the “avatars” or representatives <strong>of</strong> thous<strong>and</strong>s<strong>of</strong> players interact with game-generated creatures or oneanother, using client s<strong>of</strong>tware. Players can spend hundreds<strong>of</strong> hours helping their characters develop skills, increasingtheir levels through experience points gained from successfulcombat or other activities. Players (<strong>and</strong> their characters)frequently form organizations such as guilds or clans,because the tougher challenges generally require the cooperation<strong>of</strong> different types <strong>of</strong> classes <strong>of</strong> characters (fighters,healers, <strong>and</strong> magic-users).Modern mmORPGs began in the late 1990s with suchtitles as Ultima Online <strong>and</strong> EverQuest. The most popularMMORPG in the mid-2000s was World <strong>of</strong> Warcraft.From Games to Alternative WorldsHumans are social primates, <strong>and</strong> they tend to bring theirfull repertoire <strong>of</strong> behavior to any new situation. Even gamessuch as World <strong>of</strong> Warcraft or Everquest are not entirely aboutcombat <strong>and</strong> character skills: they are also about alliance,trust, betrayal, <strong>and</strong> bonding.Back in the 1980s psychologists began to write aboutthe social interactions that were emerging in MUDs <strong>and</strong>how players perceived their virtual world (see Turkle,Sherry). However Second Life, launched by Linden Lab in2003, is not a game at all, but a complete virtual world inwhich participants, called “residents” (through their avatars)can do just about anything—play <strong>and</strong> be entertained,have relationships (including virtual sex), but also conductmore mundane businesses <strong>and</strong> meetings <strong>and</strong> even attenduniversity courses.The ability to do nearly anything also means the abilityto do things that may be <strong>of</strong>fensive <strong>and</strong> even illegal. Indeed,an emerging issue is how “real world” laws apply to thesevirtual worlds. In Second Life, residents buy <strong>and</strong> sell inworldreal estate <strong>and</strong> goods, using a currency called LindenDollars (L$). These L$ <strong>and</strong> U.S. dollars can be tradedat the rate (as <strong>of</strong> early 2007) <strong>of</strong> 270 L$ to one dollar U.S.This means that residents in the virtual world can actuallyrun pr<strong>of</strong>itable businesses (or make investments) that can becashed out for “real” money. Further, the avatars, property,<strong>and</strong> other in-world creations developed by users remaintheir intellectual property, not that <strong>of</strong> Linden Labs.

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