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SYNTHETIC WORLDS

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Title: SYNTHETIC WORLDS


1
SYNTHETIC WORLDS
  • THE BUSINESS AND CULTURE OF ONLINE GAMES
  • ANY COMPUTER GENERATED PHYSICAL SPACE
    REPRESENTED GRAPHICALLY IN THREE DIMESSIONS THAT
    CAN BE EXPERIENCED BY MANY PEOPLE AT ONCE OR
    SIMULTANEOUSLY.
  • THIS WILL INCLUDE ALL THE MMORPG WORLDS IN THE
    GAME INDUSTRY. THESE ARE ROLE PLAYING GAMES ABOUT
    DUNGEONS AND SPACESHIPS AS EXEMPLIFIED BY
    EVERQUEST
  • MULTIUSER SOCIAL WORLDS AS THE SIMS ONLINE
  • MULTIPLAYER COMBAT GAMES AS HALF-LIFE
  • WE WILL EXCLUDE ONLINE GAMES SUCH AS POKER OR
    CHECKERS, TEXT BASED CHAT ROOMS AND (MUDS)
    MULTIUSER DUNGEONS OR DOMAINS THE ANCESTOR OF
    MMORPG

2
INHABITING A SYNTHETIC WORLD
  • BUY THE SOFTWARE (ABOUT 50.00)
  • HAVE A FAIRLY HIGH-END COMPUTER AND A FAST
    INTERNET CONNECTION
  • A CREDIT CARD FOR MONTHLY CHARGES (10 - 15.00)
  • INSTALL THE SOFTWARE AND CONNECT TO THE GAME
    SERVER FOR NECESSARY UPDATES AND PATCHES
  • ACCOUNT MANAGEMENT SCREEN WILL SET UP AN ACCOUNT
    USING PERSONAL INFORMATION, PASSWORD AND SOFTWARE
    VERIFICATION KEY
  • AGREE TO EULA AND CODE OF CONDUCT
  • CHOOSE A WORLD OR SHARD THAT FITS YOUR FANCY AND
    CLICK ON CONFIRMATION BUTTON
  • CHOOSE A BODY OR FORM THAT YOU WILL INHABIT AND
    CUSTOMIZE WITH A NAME, CHARACTERISTICS,
    ATTRIBUTES, SKILLS ETC
  • CLICK TO CONFIRM ACCEPTANCE OF BODY CONSTRUCTED,
    NAME MUST BE UNIQUE

3
  • YOUR NEW IDENTITY IS NOW STORED ON SERVER.
    CLICKING ON ICON WOULD PROMPT FOR ACCOUNT NAME
    AND PASSWORD, VERIFICATION OF EULA ANDTOS.
  • YOU CAN BUILD A NEW BODY OR ACCEPT THE ONE
    ALREADY BUILT, NOW YOU ARE READY TO ENTER THE
    WORLD FOR THE FIRST TIME
  • CHOOSE BETWEEN FIRST OR THIRD PERSON PERSPECTIVE
    DEPENDING ON THE VIEW DESIRED

4
FIRST CONTACT AND INTERACTIONS
  • YOUR ENTITY MAY ENCOUNTER NPCS (BOTS) OR AVATARS
    LIKE ITSELF CONTROLLED BY ANOTHER HUMAN AND
    EXCHANGES MAY ENSUE (TEXT BASED OR VIA AUDIO
    FEED)
  • GOODS OR SERVICES MAY BE OFFERED OR REQUESTED AS
    LIFE BEGIN IN THIS WORLD
  • GRAPHICAL NARRATIVES MAY SUGGEST CONTEMPORARY OR
    MEDIEVAL SETTING. REAL WORLD STRUCTURES AND
    ACTIVITIES LIKE STORES, CHURCHES, SCHOOLS,
    COURTSHIPS, ROMANCE, MARRIAGE AND COMMERCE ARE
    COMMONPLACE
  • QUITING THE GAME WILL LEAVE YOUR AVATAR STILL
    ENDOWED WITH THE ATTRIBUTES AND BEHAVIORS AND
    WORLDLY POSSESSIONS THAT HE/SHE HAD WHILE
    ANIMATED, ON AWAKENING THESE WILL AGAIN BE
    ASPECTS OF HIS/HER PERSONALITY

5
IDENTIFICATION AND REALITY CHECK
  • ONE IDENTIFIES WITH THE AVATAR ENTITY
  • THE WORDS I, ME AND MINE ARE USED WHEN THINKING
    AND TALKING ABOUT ONES AVATAR
  • ONE BECOMES THE DRIVER OR ANIMATOR OF THIS
    SYNTHETIC ENTITY
  • THE ATTRIBUTES AND BEHAVIORS DEFINED IN THIS
    ENTITY ARE WRAPPED AROUND ONESELF AND ONE
    FUNCTIONS IN THIS SPACE ASSUMING THESE AS ONES
    OWN
  • EMOTIONAL PROXIMITY PREVAIL, ONE FEELS JOY OR
    PAIN DEPENDING ON THE EXPERIENCE OF THIS ENTITY
  • CULTURAL NORMS OF REAL EARTH BLEED THROUGH
    THOUGHTS AND ACTIONS IN THE SYNTHETIC WORLD,
    OBJECTS AND EVENTS CONJURE UP SIMILAR MEANINGS
    AND ELICIT SIMILAR FEELINGS AS IN REAL EARTH
    WHILE IMMERSED IN THE ROLE PLAY AND IDENTIFIED
    WITH OUR ENTITY IN THE SYNTHETIC WORLD

6
  • THIS SYNTHETIC WORLD IS CREATED BY HUMAN MINDS
    AND SO CULTURAL, ECONOMIC, SOCIOLOGICAL AND
    POLITICAL FORMS, CATEGORIES AND MEANINGS ARE
    PROJECTED INTO THIS SPACE AND SHAPE OUR
    INTERACTIONS WITH BEINGS, OBJECTS AND EVENTS
    HERE.
  • LIKEWISE EXPERIENCES IN THIS WORLD LINGER WITH US
    AS WE EXIT THIS SPACE AND OFFLOAD OUR ENTITY
    AFFECTING AND INFLUENCING OUR BEHAVIOR AND
    INTERACTIONS IN REAL EARTH (DISHONESTY, TRICKERY,
    LOVE, FAILURES, SUCCESSES, DEATH ETC)
  • OBJECTS FROM THIS WORLD ARE TRADED FOR REAL WORLD
    CURRENCY, GOODS AND SERVICES AFFECTING RELATIONS
    ON THE MICRO AND MACRO ECONOMIC LEVEL
  • TRADE IN CYBERSPACE GOODS AND SERVICES ON EBAY
    AND PRIVATELY ARE REPUTED TO BE IN THE HUNDRED OF
    MILLIONS NECESSARILY AFFECTING OUR GNP
  • REAL WORLD CLUBS, GUILDS AND ASSOCIATIONS EVOLVE
    ON REAL EARTH TO FACILITATE LIFE IN SYNTHETIC
    EARTH
  • SYNTHETIC WORLDS ARE USED BY MANY TO ESCAPE THE
    LIMITS AND RESTRICTIONS AND DRUDGERY OF LIFE ON
    REAL EARTH. IT REPRESENTS A SPACE WHERE ONE CAN
    SURMOUNT LIMITS IMPOSED BY PHYSICAL FACTS, OUR
    PHYSIOLOGY, POLITICS, ECONOMICS ETC AND CREATE A
    WORLD WHERE ONE CAN LIVE AND EXPLORE WITHOUT
    THESE EARTHLY CONSTRAINTS.

7
BUSINESS DEVELOPMENT OF SYNTHETIC WORLDS
  • SUPPLY AND DEMAND FORCES OPERATE HERE LIKE REAL
    EARTH BUSINESSES
  • ONE CAN GET A WORLD UP AND RUNNING FOR (5M -
    20/30M)
  • ECONOMIC IDEAS OF SUPPLY AND DEMAND, PLENTIFUL
    AND SCARCITY GUIDE ONES DECISION MAKING PROCESSES
    JUST AS ON REAL EARTH. PRECIOUS GEMS AND CURRENCY
    ARE HOARDED AS ASSETS FOR THE PROCUREMENT OF
    GOODS AND SERVICES, COST/BENEFIT ANALYSIS
    DETERMINE ACTIONS
  • GROWTH OF THESE WORLDS WILL BE DETERMINED BY
    MARKET FORCES
  • BUSINESS SCENARIO VARIES ACROSS CONTINENTS
    (KOREA NCSOFT,CHINASHANDA, NETEASE, WEBZEN
    JAPAN/USASONY-SOE, ELECTRONIC ARTS, DISNEY,
    MICROSOFT ETC)
  • SMALL DEVELOPMENT FIRMS MAKE/RUN THE GAME WHILE
    PUBLISHERS CONTROL DISTRIBUTION AND BILLING OR
    THE DEVELOPER DOES EVERYTHING
  • IN SYNTHETIC WORLD BOTH SOFTWARE AND ONGOING
    SERVICE REQUIRE CONSTANT UPGRADES AND MANAGEMENT

8
  • DEVELOPMENT PROCESS IDEA SKETCHED OUT IN A
    DEMO DESIGNERS DETERMINE PLAYER ACTIONS
    ARTISTS RENDER ENVIRONMENTS AND CHARACTERS,
    PROGRAMMERS MAKE IT HAPPEN ALPHA VERSION IS
    TESTED UNTIL MANAGEMENT IS SATISFIED WITH CONTENT
    AT WHICH TIME A BETA VERSION IS RELEASED USUALLY
    FREE FOR TESTING BY PUBLIC
  • WHEN USERS ARE HOOKED ON THE GAME AND IT GOES
    GOLD CHARGES BEGIN. SUBSCRIPTIONS ARE THE
    PRIMARY REVENUE STREAM
  • ADVERTISING ON INTRO PAGE ALSO GENERATE REVENUE (
    BUT THESE MUST BE TIME AND CONTENT SENSITIVE)
  • PRICE DISCRIMINATION AND PROFIT MAXIMIZATION
    FOLLOWS PRINCIPLES OF DEMAND ELASTICITY (PLAYERS
    WITH INELASTIC DEMANDS PAY MORE, THOSE THAT ARE
    NOW HOOKED AND ARE LONG STAYERS) SWITCHERS
    ESPECIALLY IN THE EARLY MONTHS PAY LESS
  • SOME OWNERS CHARGE HIGH PRICES WHEN THINGS ARE
    HOT AND SUBSCRIPTION LEVELS ARE HIGH, THEY REAP
    PROFITS THEN SELL OUT TO NEW OWNERS AS DEMAND
    SLACKENS
  • TECHNOLOGICAL ADVANCEMENT LIKE HIGH SPEED
    INTERNET AND INCREASED BANDWITH CAN HAVE POSITIVE
    EFFECT ON SALES AND THE GROWTH OF THIS INDUSTRY
    BUT GENERATIONAL EFFECTS LIKE LEARNING CURVES FOR
    THOSE NOT NECESSARILY COMPUTER SAVVY MAY EFFECT
    GROWTH

9
BUSINESS OF SYNTHETIC WORLDS
  • OBJECTS FROM THIS WORLD ARE TRADED FOR REAL WORLD
    CURRENCY, GOODS AND SERVICES AFFECTING RELATIONS
    ON THE MICRO AND MACRO ECONOMIC LEVEL
  • CYBERSPACE GOODS AND SERVICES ARE TRADED ON EBAY
    AND PRIVATELY. THIS TRADE IS REPUTED TO BE IN THE
    HUNDRED OF MILLIONS THUS AFFECTING OUR GNP
  • GROWTH MAY FOLLOW BOOM AND BUST PATTERN OF MANY
    NEW TECHNOLOGIES
  • ECONOMICALLY THESE WORLDS CAN BE CONSIDERED CLUB
    GOODS WHERE DECISIONS ARE MADE AS TO WHO MAY LIVE
    IN WHICH WORLD AND THE PRICE TO CHARGE FOR ENTRY
    TO MINIMIZE CONGESTION

10
REAL EARTH SYNTHETIC EARTH MELDING
  • AN ORGANISM SURROUNDED BY POROUS BARRIER THROUGH
    WHICH PEOPLE PASS FROM REAL EARTH TO SYNTHETIC
    EARTH CARRYING BEHAVIORIAL ASSUMPTIONS AND
    ATTITUDES WITH THEM WITH THE VALUATION OF THINGS
    WITHIN THIS SPACE BECOMING ENMESHED WITH THAT OF
    THINGS OUTSIDE THIS SPACE
  • THERE IS HUMAN SOCIETY ON EITHER SIDE VALIDATING
    INHABITANTS SHARED VALUES, FACTS, EMOTION,
    MEANINGS
  • TO USERS THEY LIVE IN BOTH SPACES AT DIFFERENT
    TIMES OF THEIR DAILY LIVES, LIFE IS REAL WHILE
    LIVED IN EITHER SPACE AT THE RESPECTIVE
    INTERVALS.
  • THE SYNTHETIC SPACE IS VERY MUCH A PART OF LIFE
    ON EARTH, ITS AN INNER SANCTUM OF ESCAPE TO A
    WORLD OF WONDROUS, JOYFUL AND PLEASURABLE
    EXPERIENCE THAT IS AS REAL TO THEM AS LIFE
    ANYWHERE ELSE
  • EBAY FOREIGN EXCHANGE MARKET FOR SYNTHETIC
    WORLD CURRENCY

11
EFFECTS ON EARTHLY LIFE
  • SYNTHETIC WORLDS ARE MORE THAN JUST FUN AND
    GAMES BUT FORUMS FOR COMMUNICATION NOT AFFORDED
    BY VIDEO GAMES
  • OR CHAT ROOMS
  • THEY OFFER A HIGHER QUALITY AND LOWER COST
    COMMUNICATIVE AND INTERACTIVE ALTERNATIVES WHERE
    PEOPLE CAN MINGLE WITH ONE ANOTHER IN A
    WORLD-LIKE SPACE NOT AVAILABLE IN OTHER GAMES OR
    COMMUNICATION MEDIUMS
  • PIAGET PLAY IS AN INTEGRAL COMPONENT OF OUR
    DEVELOPMENT, PLAY BRINGS US JOY INTRINSICALLY AND
    EVOLUTION HAS SPECIFICALLY MADE PLAY A JOYFUL
    ACTIVITY. JOY MOTIVATES US AS A WAY TO LEARN
    ABOUT OUR WORLD AND BUILD OUR SKILLS
  • LIFE ITSELF MAY BE PLAY (SHAKESPEARE, HUIZINGA)
    SYNTHETIC WORLD PROVIDE HUMANITY WITH MORE THAN
    ONE WORLD IN WHICH TO LIVE(PLAY) FOR THE FIRST
    TIME WITHOUT THE CONSTRAINTS AND SCARCITY
    ARTIFICIALLY IMPOSED BY THE DOMINANT GROUP

12
EFFECTS ON REAL EARTH LIFE
  • SYNTHETIC WORLDS OFFER A WELL DESERVED AND LONG
    AWAITED ESCAPE FROM THIS PRISON
  • THEY FORM A COMMUNITY OF USERS INTO A SOCIETY
    THAT DOES THINGS AND ALLOW THINGS THAT OUR EARTH
    SOCIETY DOES NOT. PEOPLE GO THERE TO REALIZE AND
    EXPERIENCE THINGS THAT ARE SCARCE OR UNAVAILABLE
    ON EARTH(CONNECTIONS, EXPLORATION, ACCOMPLISH
    THINGS)
  • THEY PROVIDE CONTENT AND AI BASED RELATIONSHIPS
    THAT ARE HARD TO FIND ON EARTH. GENERATES
    EMOTIONAL CONTENT AND A VALIDATING COMMUNITY OF
    LIKE-FEELING HUMANS.
  • NO FRONTEIR IS TRULY SEPARATE FROM ITS HOMELAND
    AS SUCH THESE EMOTIONS ARE KNOWN TO MELD INTO THE
    SOCIAL ENVIRONMENT OF REAL EARTH
  • EMERGENT EARTHLIKE CULTURES PERSIST GROUPS FORM
    IN AND OUT OF THE GAME THESE USE (EMAIL,
    BLOGGING, TELEPHONE, VOIP),

13
  • GAMES SHOULD BE TAKEN SERIOUSLY
  • LEGAL AND POLITICAL VALIDATION OF OBJECTS AND
    EVENTS HERE SUGGEST A REAL SPACE
  • GAMES ARE PART OF OUR DAILY LIVES, SCARCE
    RESOURCES LIKE TIME AND ENERGY ARE ALLOCATED
    SPECIFICALLY FOR THIS UNDERTAKING
  • REAL COURT CASES HAS ARBITRATED ON PROPERTY
    RIGHTS AND OWNERSHIP OF DIGITAL GOODS
  • ANTI GAME SENTIMENTS ARISE TO COMBAT THE FLIGHT
    TO THESE SPACES OF FUN ( ADDICTION, VIOLENCE, ALL
    FUN NO WORK, GAME CURFEWS, CULTURE OF VIOLENCE)
  • REAL EARTH CORPORATIONS ARE SET UP PRIMARILY TO
    PROFIT FROM TRANSACTIONS IN CYBER ITEMS
  • AN INCREASE IN COMPUTING POWER IS EXPECTED TO
    PARALLEL AN EXPLOSION IN THE DEVELOPMENT OF
    INTERESTING SYNTHETIC SPACES
  • HUMAN TRANSITION HERE MAY INCREASE AS LIFE ON
    EARTH BECOMES COMPARATIVELY DULLER AND
    MEANINGLESS

14
  • SOCIAL HAPPENINGS LIKE (WEDDINGS, PARTIES,
    CELEBRATIONS, MEMORIALS ALSO EXIST HERE POLITICAL
    EVENTS LIKE NEGOTIATIONS OVER CONFLICTS
    ARBITRATIONS, PROTESTS, PETITIONS TAKE PLACE
    BOTH INSIDE AND OUTSIDE THE GAME
  • ECONOMICS (TRADE WITHIN THE GAME AND OUTSIDE THE
    GAME FOR GAME GOODS AND SERVICES
  • CULTURE (SYMBOLS, RITUAL AND LANGUAGE) DRESS
    CODES AT PARTIES REMINISCENT OF THAT OF
    CHARACTERS IN PLAY WORLD (KNIGHTS, WITCHES,
    WARLORDS, WIZARDS),
  • SOCIOLOGY (ROLES AND NORMS), PLANNING STRATEGIES
    ALONE OR IN GROUPS FOR ACTIVITIES IN THE GAME
    WORLD

15
POSSIBLE SOCIETAL APPLICATIONS
  • STATE MONOPOLIZATION TO CONTROL CONTENT (CHINA)
  • USED AS IMPORTANT PUBLIC SERVICE LIKE IN SCHOOLS
    WHERE ITS IMMERSIVE COMPONENT CAN BE EXPLOITED TO
    TEACH VARIOUS SUBJECTS
  • CAN BE USED FOR MILITARY, SECURITY PERSONNEL
    TRAINING
  • SCIENTIFIC RESEARCH TESTING

16
TV VERSUS SYNTHETIC WORLDS
  • DISTRIBUTION OF WEEKLY HOURS IN EVERQUEST VERSUS
    TV

17
PLAYER CHARACTERISTICS
18
TIME SPENT IN NORRATH
19
WORLD INHABITANTS
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