November 2002
- Economic Indices for Virtual Worlds Koster, Raph
- Economic Indices for Virtual Worlds Frank Crowell
- Economic Indices for Virtual Worlds Justin Stocks
- Real money and virtual worlds Koster, Raph
- Real money and virtual worlds Dave Trump
- Real money and virtual worlds Amanda Walker
- Real money and virtual worlds Ron Gabbard
- Real money and virtual worlds Matt Mihaly
- Real money and virtual worlds Ron Gabbard
- Real money and virtual worlds Marc Fielding
- Real money and virtual worlds Martin Bassie
- Real money and virtual worlds Matt Mihaly
- descriptive logic Bruce Mitchener
- descriptive logic Robert Zubek
- Picketing in Sims Online Koster, Raph
- Picketing in Sims Online Derek Licciardi
- Picketing in Sims Online John Robert Arras
- Picketing in Sims Online Marc Fielding
- Picketing in Sims Online shren
- Picketing in Sims Online Marc Fielding
- Picketing in Sims Online Dave Rickey
- Picketing in Sims Online Damion Schubert
- Picketing in Sims Online Mike Shaver
- Picketing in Sims Online Marc Fielding
- online voice communication Matt Mihaly
- online voice communication Dave Trump
- online voice communication Sasha Hart
- online voice communication Ted L. Chen
- online voice communication Amanda Walker
- online voice communication Koster, Raph
- online voice communication Ted L. Chen
- online voice communication Amanda Walker
- online voice communication Damion Schubert
- online voice communication Peter Harkins
- online voice communication Daniel.Harman@barclayscapital.com
- online voice communication Amanda Walker
- online voice communication Hans-Henrik Staerfeldt
- online voice communication Amanda Walker
- online voice communication Dave Trump
- online voice communication Amanda Walker
- online voice communication Miroslav Silovic
- online voice communication Corey Crawford
- online voice communication Marc Fielding
- online voice communication Corey Crawford
- Point of Purchase "Cards" for Online Services Christopher Allen
- Point of Purchase "Cards" for Online Services Steven Cummings
- Point of Purchase "Cards" for Online Services Matt Mihaly
- Point of Purchase "Cards" for Online Services David Kennerly
- Point of Purchase "Cards" for Online Services Damion Schubert
- Point of Purchase "Cards" for Online Services Ron Gabbard
- Korea and online world responsibility Koster, Raph
http://www.koreaherald.co.kr/SITE/data/html_dir/2002/11/13/200211130035.asp
start quote--->
Online game developers pledge to restrain destructive aspects
Officially acknowledging the widespread theory that online games
could be of serious detriment to society, Korea's online game
developers vowed to contain the destructive fallout of online games
- especially their ill effects on minors.
The Korea Game Industry Association (KGIA), an interest group that
represents six different fraternity groups in the industry,
announced yesterday its "plan to foster a sound online game culture"
on its own initiative.
"We have to admit that the effort to contain the fallout of online
games has been marginal compared to the industry's passion to
develop more sophisticated games and solutions," KGIA president Lim
Dong-geun said in a press conference.
The industry initiative calls for a string of technological
breakthroughs to discourage users from playing long hours and
installing a program for parents to control playing time on personal
computers at home. Also, game developers expressed their intention
of establishing a number of rehabilitation and counseling centers
for online game addicts, while offering an array of alternative
offline entertainment programs for youths. "However, the current
problems will only be temporary as they have arisen from the
inevitable lag of legal and moral norms that are to regulate and
provide some kind of guideline for the speedy development of the
industry and technology," he remarked.
In the past, the game industry played down the seriousness of the
destructive social aspects of their products to be "isolated" and
"highly individual" cases.
The industry's decision to correct some detrimental social effects
is viewed as a response to the widespread negative public opinion of
online games in general and the government's stern action against
anti-social elements in such games.
Evident social problems caused by the growing number of online game
addicts aside, the highly competitive nature of some games has paved
the way for the illegal practice of buying and selling online items
and accessories for cyber games and even led to scams and vicious
crimes in the real world. As a result, the government classified
"Lineage," Korea's single most popular Internet-based multi-user
game, as only fit for adults, citing the level of violence and
overly competitive rules of the game as being unhealthy for its
abundant teenage subscribers.
Handed down by the Korea Media Rating Board last month, the ruling
was expected to severely undercut the profitability of NCSoft, the
developer of Lineage, and sent a shockwave through the industry,
which paid only nominal attention to the social repercussions of its
products. Industry statistics reveal that Korea's online game
industry has grown more than 30 percent in recent years to 260
billion won ($210 million) in market value in 2001, second only to
that of the United States. "In line with the popular use of the
Internet in Korea, the online game industry has emerged as a major
source of entertainment and a provider of multimedia contents in
cyberspace," Lim said, explaining the "sound" value of the industry.
"We are at the crossroad of moving into higher gear to secure an
important bridgehead in the world market," Lim added, implying that
strict government regulations could pose a threat to their global
expansion plans.
(khjack@koreaherald.co.kr)
By Choe Yong-shik Staff reporter
2002.11.13
<---end quote - Korea and online world responsibility Sean Kelly
- Korea and online world responsibility apollyon
- Korea and online world responsibility Koster, Raph
- Korea and online world responsibility Rudy Fink
- Korea and online world responsibility shren
- Korea and online world responsibility Clay
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility Marian Griffith
- Korea and online world responsibility Matt Mihaly
- Korea and online world responsibility Damion Schubert
- Korea and online world responsibility Sean Kelly
- Korea and online world responsibility Hans-Henrik Staerfeldt
- Korea and online world responsibility Mike Parker
- [MUD-DEV]: Stories in Multiplayer Online Games holding99@mindspring.com
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Ted L. Chen
- FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
- FEAR Animat style AI for Quake 2 Dave Rickey
- FEAR Animat style AI for Quake 2 Sasha Hart
- FEAR Animat style AI for Quake 2 Ted L. Chen
- FEAR Animat style AI for Quake 2 Freeman, Jeff
- FEAR Animat style AI for Quake 2 Amanda Walker
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Damion Schubert
- FEAR Animat style AI for Quake 2 shren
- FEAR Animat style AI for Quake 2 Frank Crowell
- FEAR Animat style AI for Quake 2 Daniel.Harman@barclayscapital.com
- Virtual worlds as a Society of Mind Frank Crowell
- Virtual worlds as a Society of Mind Ted L. Chen
- Virtual worlds as a Society of Mind Daniel.Harman@barclayscapital.com
- Virtual worlds as a Society of Mind Ted L. Chen
- Virtual worlds as a Society of Mind Frank Crowell
- Virtual worlds as a Society of Mind Sean Kelly
- BIZ: MMORG Pioneer looking for part/full time gig F. Randall Farmer
- OpenCroquet Bruce Mitchener
- OpenCroquet Frank Crowell
- OpenCroquet Frank Crowell
- [TECH] memory management system released Bruce Mitchener