Resources

The Sources Used:

Images are from the following websites:
http://www.thesims.ea.com/us/sims2/images/local/special/the_sims2_089_1680.jpg
http://www.characterplanet.com
http://www.websitetemplates.com
http://www.indoblooger.com/uploads/Surender_Car_Online_Games.jpg
http://www.imghexus.net/v2/gaming/screenshots_pc/bounty/bounty3_large.jpg
http://www.craphound.com/images/caballblood.jpg
http://www.plantycoonlinegame.com/images/screenshots/plant_tycoon_4.jpg

Information Resources

University of Jyvaeskylae (2007) “How Does Online Gaming Affect Social Interactions”, retrieved on 18th May 2008, from website http://www.sciencedaily.com/releases/2007/09/070915110957.htm

Ahuna C “Online Game Communities are Social in Nature” retrieved on 18th May 2008, from website http://switch.sjsu.edu/v7nl/articles/cindy02.html

Bellis M (2006) “Inventors of the Modern Computer” retrieved on the 18th May 2008 from website http://inventors.about.com/library/weekly/aa090198.htm

Modified in 2007 “Spacewar” retrieved on 19th May 2008 from website http://members.chello.at/theodor.lauppert/games/spacewar.htm

Brookhaven National Laboratory (1998) “History of Computering” retrieved on 19th may 2008 from website http://www.bnl.gov/bnlweb/history/higinbotham.asp

Gamesphere "What is MUDding?" retreived 19th May 2008 from website
http://library.thinkquest.org/C002414/history.html

Rheingold H (1993) "The virtual Community" retreived 20th May 2008 from website
http://www.coe.uk.edu/courses/cuin6373/Idhistory/plato.html

2001 "What is a MUD?" retreived 20th may 2008 from website
http://www.zuggsoft.com/zmud/aboutmud.html

Cowan A "[Rec.games.MUD]:FAQ #1/4: MUDS and MUDding" retreived 20th May 2008
http://www.faqs.org/faqs/games/mud-faq/part1/

McComas M "What is a MOO" retreived 21st May 2008
http//www.marshall.edu/commdis/moo/moowhat.htm

McCormick C (1996) "Colin's way easy into guide to MOO programming" retreived 21 may 2008
http://members.tripods.com/~snowfall/Way_Easy_Guide.latest.html

"What is a MUSH?" retreived on 21 May 2008 from website
http://www.darknessrisingmush.com/whatisamush.html

"What is a MUCK?" retrevied on 21 May 2008 from website
http://www.webopedia.com/TERM/M/MUCK.htm

Conclusion

Conclusion

When I was researching I didn't realise that there were so many different types of virtual communities and I didn't know much about the virtual world. In the beginning it all was a little overwhelming and confusing. In some ways you can say that the Internet as a whole was designed to be social not just for information exchange. Over the years we have seen the Internet grow and it will continue to grow as we find more and better ways to improve the quality. As the Internet and its quality expands so dose that of the virtual community.

Over the years the virtual world has changed, it was once very simple where there were only a few people connected and knew how to use those worlds to where today hundreds of people connect to one virtual world or another. It all started with one MUD and from there, there are many others that had come from that one program.

I believe that the virtual world isn't only for those who like to play games but also to connect with others who have the same interest in that particular game or other games. If the creators of these worlds had no intention of them becomming social they would have made them so that you are unable to talk to one another.

MUD, MOO, MUCK, MUSH

MUD, MOO, MUCK, MUSH



A MUD has many other names that it can be known as other than Multiple- User Dungeon, it can also be known as Multiple User Dimension or Multiple-User Dialogue. A MUD is computerised environment where a person can take control of a avatar/incarnation/ character, the person can interact with other characters, walk around a room that has been created by another or by themselves, they can explore dangerous areas that maybe infested with monsters or other creatures, solves puzzles or just be creative by designing a room or items for that room. MUDs can also be games that are ongoing adventure or they can be used as a teaching guide for children. The main aim of the MUDding world is to become a Wizard or witch or gods.

A god is someone who owns their own database and have the administration rights, whereas a wizard can do what they please to another but they have to follow their own rules or they will get punished by a god. A witch is the same as a wizard.



MOO is short for MUD, Object Oriented. A MOO is a program similar to DOS it has similar functions and programs. Each of these functions rely upon the MOO database to operate properly, this is known as a MOO server. There are many MOO programs that have been created over the years, but the first one that sets the support for many of the other MOO programs is LamdaMOO it was developed to be a social reasons it was to have a theme of a fraternity house. Many other MOO databases are based around a particular theme from town planing to educational reasons. Everything in a MOO environment is an object and is known with an object number.


Muck is a text based MUD, Muck is short for Mulite- User Chat Kingdom. A MUCK is similar to a MUSH they both are text base systems but a MUSH is for social and role-playing purposes. MUSH is short for Mult-User Shared Habitat, it can also been known as Holodeck or Hallucination.

both MUCK and MUSH have expanded over the years that there no one knows which one started with what one.

PLATO - Programmed Logic for Automatic Teaching Operations

PLATO - Programmed Logic for Automatic Operations




PLATO was crated in the 1960s by Professor Don Bitzer at the Unviersity of Illinois and it had later been further developed by many other university facualty mambers and students. It was designed as a computer training network, it is often seen as an early example of a virtual community.


PLATO was used as a special purpose programming lanuage called TUTOR, it was mainly used to write educational software. It wasnt until 1972 that PLATO was moved from a single classroom use to the mainframe where thousands of users could connect at all different times or all at once. By 1985 there were over a hundred PLATO systems setup across the country. Between the 1960s to the 1980s there were many updated versions of PLATO.

PLATO went onto become many other programs, in ways it was the starting foundation of computer software that lead into others. No one knows where PLATO ends and were the orignial software begins.

History

History of Online Gaming





"The world of online gaming is all about the friendships you make and the experiences you share together" (character planet)



The first computer game was designed in 1961 and was released in 1962 by a MIT students which was headed by Steve "slug" Russell, on a PDP-1 which was developed onto a DEC (Digital Equipment Corporation) interactive mini computer, which at the time was a cathode-ray tube type display with a keyboard as an output. The design process involved Steve Russell, Martin Graetz and Wayne Wiitanen, it took them 200 hours to design the game. When it was released

there were more involved, they were: Steve Russell, Martin Graetz, Peter Samson, Dan Edwards, Alan Kotok, Steve Piner and Robert A Sanders. None of the men involved in creating and releasing Space war made any money out of the game.

Steve Russell left MIT and was transferred to Stanford University where he introduced Computer Game Programming and Space War to an engineering Student by the name of Nolan Bushnell, who went on to write and create the first coin-operated computer arcade game.



Space Wars was the first two player game created for a computer but in 1958 tennis for two was created by William Higinbotham for entertainment purposes for the company he was working for. It was not until 1981 when the Brookhaven Bulletin did a story on him as an employee that he had speculated that he had created this game. Here is a picture of what the type of system that it was created on.

Aronson explains it as: "A two-dimensional, side view of a tennis court was displayed on an oscilloscope, which has a cathode-ray tube similar to a black and white TV tube. In order to generate the court and net lines and the ball, it was necessary to time-share these functions. While the rest of the system used vacuum tubes and relays, the time-sharing circuit and the fast switches used transistors, which by 1958 were coming into use."






Here is a picture of what it looked like. Go to the link below and look for the picture and click on the link to view a video demonstration on how the game worked and the working of the system that was used back then http://www.bnl.gov/bnlweb/history/higinbotham.asp.


In 1969 Rick Blomme rewrote the 1962 space war but created it to be played on a PLATO (Programmed Logic for Automatic Teaching operations) system. Between 1970-1977 there were many more two player games that was created for the PLATO. From there it lead to the development of the MUD (Multi-User Dungeon) in 1979 by Roy Trubshaw and Richard Bartle, by 1980 this was known as the "classic" MUD as there were many newer versions that were created and since then technology has evolved and as the technology has evolved so has the graphics and the environment of the game.

Online Gaming is social in Nature

Introduction




There are many gaming communities out there today, that many of their members don't just communicate through the game environment but also through emails and even conventions that are held. Online gaming has know expended not online to the Internet but on the PlayStation 3 and the xbox 360, where the player can buy a game and play it with friends or they can connect to the Internet through the console and play other players that are online also who are playing that game (for example PlayStation 3 Need for Speed). The games that come with the xbox 360 and the PlayStation can also update themselves when they connect to the Internet and change positions in games as well as scores of other players. Some PC games are also joining the revolution of the 21st century of turning their games into communities online for example The Sims 2.



It has only been in recent years that their has been interest in the gaming community and how it is affecting our society and how it may change the way that we meet and greet other people.
Ahuna states that "In a global point of view, the Internet is the living organism that hosts many online systems. Boundaries of geography, economy, degrees of education and family traditions have disappeared". The friendships that are made through online gaming last a lifetime as they have one thing in common and they can help each other through the game and can be continued on long after the game has been completed and they progress onto another one. They may even find that they have a lot more in common as the more they get to know each other. If these gamers had not meet each other through the game they may have meet through other means for example on chat sites or through email messages that have been past one from one person to another.

To fully understand how online gaming is social in nature we must look at its history and how far it has come over the years.