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Social Psychology, CSCW, and MMOs
From CS 160 Fall 2008
Lecture on Nov 12, 2008
- CH 2 The Human Environment from "Interpersonal Processes in Groups and Organizatios", Sara Kiesler.
- Alone Together? Exploring the Social Dynamics of Massively Multiplayer Online Games, Nicholas Duchenaut et al., ACM Conference on Computer-Human Interaction, ACM press 2006.
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Vedran Pogacnik 04:22, 11 November 2008 (UTC)
It seems to me that the Stanford guys took MMORPG's to a whole different level: they talk about them (specifically WoW) in terms of "community" and use terms such as "social circle"… Although there are some elements of that, I think it is a bit far fetched. Primarily, it is a game, everything else is secondary. The fact that it is multiplayer doesn't really make it a community, nor do the other factors (such as the audience that they mention on page 8). Their analysis stems from the fact that there is always some reinforcement lurking behind the corner… Well, in great games that is always he case. Apart from those, some things are a bit confusing to me. They mention players "knowing" each other. In what sense do they "know" the other player? Have they played countless hours side by side in an arcade shop in the real world, or side by side in the virtual, or are they best buddies from middle-school?
One thing that I would like to point out is that although in principle of practicing together helps with training (as mentioned in the second paper), I am not sure to what degree that applies in the virtual world. On the contrary, I know a few people who have given up playing multiplayer altogether because they feel vastly inferior to some 13-year old kid from Korea who doesn't have anything else to do but perfect his CS skills. In that sense, playing with others might have a negative influence to playing.
Perry Lee 23:27, 11 November 2008 (UTC)
I disagree with Vedran -- I don't think it's far fetched to attribute a sense of community or a social circle to games such as WoW, and I don't see why the fact that it's a game undercuts everything else. A community can be defined as "a group of people having a religion, race, profession, or other particular characteristics in common" -- what in this definition makes it mutually exclusive from a game? I can certainly see players forming friendships that transcend a game, and yet were first formed while playing a game. The authors note: "WoW's subscribers, instead of playing with other people, rely on them as an audience for their in-game performances, as an entertaining spectacle, and as a diffuse and easily accessible source of information and chitchat." There are those that play games mainly for the social aspect. As a side note as well, the question of "In what sense do they 'know' the other player?" might be applied to anyone really. In what sense do you "know" anyone?
Kai Lin Huang 01:51, 12 November 2008 (UTC)
I believe the phenomenon presented by WoW is not in WoW alone. Many MMORPGs have the same aspects as WoW, even though they are not as massively popular as WoW. MMORPGs provide a platform for individuals to get self-esteem and satisfaction because psychologically, humans like being praised, being powerful and being admired. It is not as hard to grow a character in a MMORPG to become powerful compared to growing a real person to be powerful in the society. As the statistics in the MMORPG research paper "Alone Together?" the time it takes to play a character till its full level only requires approximately 450 days if the player plays 8 hours every day, whereas a typical person needs at least 22 years to get a college diploma, that does not even guarantee a job. Therefore, it is not unusual that people often find self-esteem from playing a game, and therefore keeps playing it.
However, the gap between a virtual reality and the physically reality can depress this group of game players because of the difference of the players' social status. Therefore some people start to earn a profit by playing a game. When I played MMORPGs, I have seen some players traded their powerful weapons and armors in the game for real currency; some even sell their accounts with high level characters and expensive items including superior weapons and armors in the game. There were actually people would like to pay real currency instead of investing a significant amount of time in the game just to level up their characters. Of course, some MMORPGs are designed to be time-consuming so that the service providers can earn a profit from players' purchase of monthly or hourly subscriptions of the game. However, this kind of trading phenomena only applies to games that have no requirement except spending time in the game in order to move up characters' levels and earn game players some social status in the game.
I also know some MMOGs that only take players' skills instead of time in order gain social status in the game. For example, O2Jam was an online music playing game that is similar to Rock Band but runs in computer. Players do not need to invest 200 hours to train their characters and gain "experience points"; instead, they only need to learn playing difficult songs smoothly using computer keyboards to earn points and buy virtual items, and easy songs earn less points. This gaming rules and system set up seem to be fairer to me because players who have less leisure time to spend do not automatically get discriminated heavily in game play. The way WoW is designed to balance the gap between frequent players and occasional players is innovative in MMORPGs and seems to be fairer.
Karen Tran 03:43, 12 November 2008 (UTC)
I enjoyed today's readings a lot. I think I came away feeling like I learned a lot from the Ducheneaut ("Alone Together? Exploring the Social Dynamics of Massively Multiplayer Online Games") article. The article studied an addictive game, World of Warcraft (WoW). They look at a lot of data about how people form groups and the social networks that arise in these games. That part is interesting but the most interesting part is their very surprising conclusion about the way people interact with other people in the game world. I liked that the authors describe other players as 'audience' and note the importance of their role. I agree with the paper in that it seems that the most popular games these days have very good "solo" gaming experiences but also offer the option a shared or cooperative experience. The importance of an audience, a social presence and a spectacle are the three factors that they find explain the appeal of being 'alone together' in multiplayer games like WoW. We see this same "alone together" behavior occur frequently in "real life" in such places as Starbucks where many people go to be "alone together." People prefer to drag their entire portable office to Starbucks and set up shop so they can work "alone together." Or they may just bring a book to read, or read the newspaper. These people are uncomfortable performing such activities at home where they are truly alone.
A point raised at the end of the paper is the need for social navigation tools, to better understand certain dynamics in games like WoW (such as guild cohesion or churn rate). I think the the approach of research method used in the article in social dynamics might be applied to software development communities. Granted, when working on code, there are different dynamics than battling basilisks, but there are many principles and characteristics that are very similar – network-based, remote communication, level based grouping and different dynamics of interaction based on level and participation, satisfaction for continued participation in a group, etc. I think it would be interesting to look at possible correlations between these two social networks (MMOG's and software communities) as it's often at unusual intersects that we find meaningful patterns. If, nothing else, it will likely result in some useful social navigation and analysis tools.
In addition to helping people fulfill their needs for social connection and belongingness, the online games we provide also have the ability to influence players toward healthier socialization skills. Social systems integrated into our game designs reward the development of "social capital." I feel strongly that social networks, as they exist now, will soon be relics as new networks emerge that provide reward systems to enhance user experience with tools and recognition. Also the paper made me wonder if social networks will become more immersive as well... is Second Life the future of social networks?
Gary Wu 04:34, 12 November 2008 (UTC)
Having been a player of MMORPGs in the past, I can attest to the idea of playing alone together. I agree with the article that leveling damages this fabric of social gameplay, as it is mostly drawn from traditional RPG games. Successful game companies, such as Blizzard, that have already mastered the techniques and dynamics of great games should tackle a comprehensive and attractive social component of the game that is much more complex than the current status quo. This would be a compelling addition to any game and would benefit the overall idea of cohesive gameplay with other players.
Reading Kiesler's article reminded me about the techniques of persuasion. More specifically, the idea of conformity. The individual tends to think in the way of the whole, so as not to go against the mold, so to speak. This definitely falls in line with the ideas of social psychology and the way people view themselves.
KevinFriedheim 04:44, 12 November 2008 (UTC)
Kiesler points out that the majority of people that enjoy games or activities seem to experneice a whole other level of enjoyment when these games/activities are carried out. I can certainly attest to Kiesler's findings as I, myself, partake in the occatinoal multiplayer game (although not World of Warcraft) in which I would otherwise not play if I were alone. Anyone who has played counterstrike against "bots" (computer simulated opponents) knows that its no fun since they don't act like humans and don't "cry like a baby" when they get shot and die.
Kumar Garapaty 05:43, 12 November 2008 (UTC)
The social aspect of Wow could be skewed because many of these players used to play past WOW games when they were only RPGS. From this, we can understand the primary purpose of the players is to improve their character through fighting creatures. This central part of the game could be such a primary focus that people don't actually have enough time to participate in the social aspect of WOW. The social aspect might be performed near the end of the game because the players are pretty much done with the game and they are just trying to find something else to do in this game of WOW. Although, MMORPGs implement various interaction and grouping tools, they are only important for completing tasks of the game and not highlighted to socialize beyond that context. This way MMORPG design could still be lacking in its design of the social aspect.
Jonathan Fong 07:05, 12 November 2008 (UTC)
I think these readings show the social pressures (and the "friends" principle of persuasion that we learned about a few weeks ago) is more complicated than we thought. I don't agree with some aspects of the Alone together paper: mostly, the correlation between increased playing time and membership in guilds. I think this may be an instance of a confounding variable. Players that chose to join guilds show a different/additional motivation/seriousness to play more. However, the fact that guild membership is very casual means that the pressure is not that strong.
I love the "alone together" theme. I agree that humans commonly gather together not to closely interact, but just to have other humans nearby. There is something about the personalities, and unpredictable quirky behavior of people that cannot ever be replicated by AI. As the Schacter study (at Columbia University) described by Kiesler showed, we rely on other people to help us know how to feel and behave. We can see this in this classic candid camera experiment that is a favorite of a renowned organizational behavior professor at Haas.
Buda Chiou 07:30, 12 November 2008 (UTC)
I never played Wow before, but the features of Wow that the reading suggest which makes Wow become popular doesn't seem to be very special according to my experience in other MMORPG. Since the MMORPG games I played are all recently made, maybe Wow's system is really special comparing to other MMORPG at 2004 which I don't know. Anyway, I totally agree the Nicholas Duchenaut's points about why MMORPG is more compelling than other kinds of game. MMORPG can definitely said to be a big progress of game design because it makes players are more addictive to the game. The reason is that there is always some unpredictable themes appearing in the game due to the activity of other players and servers. Even though the player totally don't want to interact with other players, other players' statements will definitely gives the player some incentives.
Jordan Berk 07:43, 12 November 2008 (UTC)
The Duchenaut article on WoW had a lot of interesting statistics and figures, many of which suprised me. The article makes it clear that lower level characters are less likely to group up and interact with other people. Although certainly the reasons that they state, that lower-levels quests are easier, that 'soloable' classes are more popular, etc. are all valid. But I feel like first-time players may be affecting the data in ways that the author doesn't specify. For one, to someone who's choosing their character class, not being familiar with the choices, I feel a good percentage would choose the popular classes (Warriors, Hunter, and Rogue) because first-time WoW players probably like the power associated with those titles (certainly more so than Priest, Druid), and they definitely aren't aware that these classes are among the most 'soloable'. Also, a new player may be intimidated by the social structure of the game, and to them, group quests and guilds may seem a bit overwhelming, not being comfortable with the game controls and mechanics. This would also go along with the chart in the paper about the percentage of group time per level, because as a new player levels up, he/she would become more familiar with the aforementioned and less intimidated by more experienced players. After having said all this, I've never played the game, so I could be totally wrong.
Xuexin Zhang 07:57, 12 November 2008 (UTC)
I agree with the idea that "groups influence individuals" by "serving the motives of individuals" from the first Kiesler article. By applying the principle of persuasion of friends to games, groups of players usually influence each other while motivating each other during their gaming experience by supporting each other. From their study of World of War Craft, "Alone Together?" talked about some interesting aspects of why WOW became the most popular MMORPG game around the world. By carefully balanced playing time and leveling design as well as applying the "social factor" grouping patterns, WOW addicts many of the game players.
Billy Grissom 08:08, 12 November 2008 (UTC)
I found these two articles to be way more interesting than I initially thought they would be. I feel like they pretty much nailed what a lot of MMORPG are about. As someone who use to play both World of Warcraft and Star Wars Galaxies I really feel like they described the two games pretty well. Star Wars Galaxies was a fun game but it wasn't because of the gameplay, it was largely because of the community aspect. That was an MMO that truly promoted the social environment. When playing that game I found that I had much more fun talking and interacting with other players than going through the actual game.
World of Warcraft on the other hand was somewhat of the opposite. I never had the luxury of being on a super crowded server on WoW, but nonetheless I don't think it was really the people that kept me playing. Although it is a bit bland, WoW's gameplay is what kept me for the most part...actually even then it wasn't that captivating. nay...what really keeps you going is this rewards system which the article totally hits on. What keeps you going in WoW is this desire to be recognized by other players and to get new skills and level up and such. Leveling is such a crucial part of a lot of MMOs and is what i think keeps a lot of people playing. A lot of my coworkers use to play WoW and they're chief goal was to hit the max level...once they did though, they stopped playing for they had achieved their goal. Of course, as the article points out, however, there are often alternative goals that arise that pursue you to keep playing, but I really think that how effective your desire to pursue these goals are really depends on how immersed you are in the game's world.
Which brings me to the point about being surrounded with players rather than playing with them. I couldn't agree more with this fact. In WoW you rarely find yourself playing with other players...most of the time your simply just fighting with them near you. Yes you have the ability to join a guild if you want, but this seems to be more of an extra feature rather than the core of the game. The monthly fee you pay is to be a part of the community...it doesn't guarantee that you'll interact with it or it will act with you.
Guild Wars, on the other hand, is another story. The team aspect is built into the game...while one can play solo, partying with other players is something that the game strongly encourages...in fact many areas are neigh impossible to get by without other players' help. In this sense you are actually playing with other players and do feel like a part of the community. That being said, what's interesting about this game is it doesn't necessarily have the full fledged community aspect that WoW has. WoW has towns and homes built into the game..>Guild Wars does not. nonetheless, communities around Guild Wars still seem to thrive. it seems that the social bonds it creates are so strong that people will go out of their way to build a community for the game (ie guild websites and such). I feel like it has more of a community and social aspect than WoW...and the silly thing is it doesn't require you to pay any monthly fees.
But alas it has it's faults. Although it's gameplay is good and it's sense of cooperation with other players is great it lacks the never-ending reward system that WoW has. In Guild Wars there is a level cap of 20...although it takes some time to reach this, you reach it far quicker than reaching the max cap in WoW. As a result, if your goal is to reach the max level then you reach that goal pretty quickly. If the game isn't convincing enough to captivate you, then you really loose the urge to play. Of course, Guild Wars does all this to promote gameplay rather than grinding but I guess it's weakness in being an MMO lies just in that...MMOs rely on grinding...you can't have an MMo without repetitive gameplay. And any form of gameplay is going to get repetitive overtime. People who play WoW for years don't play it for the game they play it because they feel they're a part of the world and in a community. Guild Wars fails in that it relies solely on gameplay and doesn't really build anything upon that...as a result although it's fun it's got a rather short life-line in comparison to WoW.
I think the reward system that the articles talked about really is the heart of WoW and is what makes it so successful.
Saliem Than 08:17, 12 November 2008 (UTC)
The second article about the ethnographic study of WoW was interesting. At first I was doubtful of their methods and the entire premise their study was based. Then I thought I got the gist of the conclusions they were coming to: that designing spaces in applications for social interactions was not enough. One needed to take into account that fact that the key element in any social interaction was that people are aware of other people being spectators and aware of they themselves being spectators. I thought this was something of a given, a taken for granted assumption. I think people like to have their identities confirmed when interacting with others and playingWoW is no exception. The article reminded me of when Professor Searle of my 132 course mentioned that protestors in the 60s on campus insisted on having television cameras while protesting. Having the cameras there helped to confirm their identity and activity to others and ultimately to themselves. I think social interactions that occur in games likeWoW are similar situations.
But then the article went on to suggest that future designs ought to "focus entirely on design strategies to encourage people to group it would be worthwhile tosimultaneously design for audience/player interactions" and then I got a little confused.
Wenda Zhao 08:27, 12 November 2008 (UTC)
It was a very insteresting reading about the MMORPG games. I think one of the big reasons that WOW became a very sccuessful game is that it provide guild system. You can not do much without a group of friends. And it is not just in terms of the number of people. The game encourage players to form well orangized guild and work as a team in order to get better items and rewards. This makes the game a lot of fun to play.
Haosi Chen 08:37, 12 November 2008 (UTC)
I enjoyed these two readings a lot. I think I came away feeling like I learned a lot from the Ducheneaut article. The article studied an addictive game, World of Warcraft. They look at a lot of data about how people form groups and the social networks that arise in these games. That part is interesting but the most interesting part is their very surprising conclusion about the way people interact with other people in the game world. I liked that the authors describe other players as 'audience' and note the importance of their role. I agree with the paper in that it seems that the most popular games these days have very good "solo" gaming experiences but also offer the option a shared or cooperative experience.
Alan McCreary 08:50, 12 November 2008 (UTC)
Like many others here, I really liked the paper on MMOGs. I've never played WoW (for fear of becoming addicted), but I have played some MMOGs before, and the authors' discussions on the relationships among players makes sense to me. In particular, the idea of developing a reputation in front of an "audience" of other players is a strong motivating factor in a game - in general, it's harder to develop a good reputation in the real world than it is to develop a good reputation in a game, so it feels good to have others see how much effort you've put in. Even in non-game scenarios on the Internet, you can see this idea in effect - many online forums use some kind of "reputation" system, where a user can give reputation to another user for doing something good. As a result, many people take this "reputation" very seriously, and try to increase theirs by getting more involved in the community.
Frank Yang 09:44, 12 November 2008 (UTC)
I never thought I would ever read a paper analyzing World of Warcraft, and I found that article to be very interesting. I personally have not been addicted to a MMORPG before, but I have played a few. I completely agree that MMOGs are social environments, but as soon as I read the article, I instantly saw what it meant to be playing 'alone together.' However, I've never attributed the draw to MMOGs to the 'spectator' aspect of the game, and after reading both articles, I can see the relation. People play the game hiding behind an avatar with no social obligation to anyone in the virtual world. While you may join a guild or a raid, there are very few emotional ties to the group. While it may be amusing and exciting, there is no true emotional caring for each other. If one person is dragging down the team, members may become angry, but only because the members' own status is threatened, but not so much because of the weakness of the team. The social psychology aspect of it is actually very interesting and worth taking a look at if you want to succeed in the MMORPG world. The popularity of WoW is just astounding to me, and I'm surprised that all the other games in the same genre seem so far behind. Honestly, I do not know the actual numbers in comparison, but just by popularity, I can only assume WoW is dominating the market.
JoshuaKwan 09:44, 12 November 2008 (UTC)
It is clear that multiplayer games have always been an instrumental part of game design. Many people are not interested in games that are played primarily in a single player context (like RPGs or shooters.) By introducing a separate human element, a designer can convince the player to improve his or her skills in the name of competition. The first article elaborates on this point through a variety of interesting psychology experiments that were carried out over the past century where people's behaviors were modified simply knowing that other people in the vicinity were working on the same task they were. The second article speaks of the social experience provided by World of Warcraft, which does contain observations that line up with the first article.
Blizzard learned that with World of Warcraft they could map the emotions and agenda of multiplayer-style games to their classic real-time strategy formula by producing a MMORPG. And people take it seriously - it is really a second life in the truest sense of the word. People who run guilds in WoW spend hours inventorying items, organizing the various people in the guild, and actually going out and doing things with them.
My personal experience with any sort of multiplayer game is that it makes me fiercely competitive even in situations where the point of the game is not necessarily to win - I desire the win anyway, no matter what game it is. So a lot of this reading rang true for me.
Hao Luo 09:47, 12 November 2008 (UTC)
This week's reading is not directly related to user design or our project but delves more into sociology and how that ties into gaming. It talks about community and the effect of others. This is more relevant towards online multiplayer games and MMORGs and not towards our project which is a single-player game. Nevertheless, for many serious games, multiplayer and networking is a key. It's useful to compare your progress to others and that competition makes you perform better. This would be good for something like the one on our midterm exam, a game that tracks your electricity usage.
Volodymyr Kalish 09:53, 12 November 2008 (UTC)
It seems like the reading is implying that with MMOs (such as World of Warcraft) players learn some social skills by being alone together in the game's world. And that makes a lot of sense, since people who are trully alone and enjoy playing games can meet online and play/socialize. However, I see a problem here. Because, while playing MMOs people learn social skills that can be applied while online. Most of those people feel uncomfortable socializing with real people that they can see. And the fact that these types of games are addicting is not helping. One of my friends plays WoW a lot, spending more time playing then outside socializing. He takes the virtual world too serious and can yell at physical people who interfer with his game.
Trinhvo 10:39, 12 November 2008 (UTC)
Well...to me, the first reading is little bit boring. It's like a chapter extracted from a Psychology text which talks about how environments affect one's performance. The second reading is much more interesting and talking about WoW phenomenon.
Jimmy Nguyen 11:06, 12 November 2008 (UTC)
After reading the first article, I failed to see the significance of learning about groups in social psychology and how it would tie in with this class and User Interfaces. After reading the second article, I saw a little bit more of a connection, but to me, the charts and graphs from the WoW article show more relevance to playing games as a group. To me, social games like MMORPGs are based on the difference of casual games versus serious gamers. Maybe because I am more of a casual gamer myself (and perhaps since I have never played MMORPGs like WoW), I fail to see the significance of the social grouping aspects.
Witton Chou 11:42, 12 November 2008 (UTC)
As WoW has been developed over the years, many different features and a much broader demographic has been addressed since its original release in 2004. While in 2004, it appealed primarily to those who were familiar with Blizzard titles like their Real Time Strategy games of Warcraft III, and Starcraft, the developers of WoW have found ways to appeal to a much more diverse player group.
The game appeals to both the casual gamer as well as a "hardcore" gamer. There are "quests" that can be done individually, some that can be done in small groups, and even some that must be completed in groups of 25 or even 40 players. There is also a large emphasis on player interaction. Characters in WoW are allowed to have two different professions out of a larger pool of choices. Naturally, certain items can only be created by certain characters with a particular profession. This also yields to the concept of guilds which encourage even more interaction whether the guild members are real life friends or those that have met in game with a common goal.
The dependency of characters of a particular class and profession on other player characters to accomplish a goal is a very strong driving force in multiplayer games like WoW and is why the WoW title has enjoyed such great success the past few years and is even releasing its second expansion this Thursday. I think much of the success of the World of Warcraft title is attributed to the way that they have addressed different desires such as those who prefer head to head combat with other players, those who seek to progress through a story of adventure against computer controlled characters/monsters, those who wish to play alone, as well as those who wish to play with all of their friends.
Cynthia T. Hsu 12:47, 12 November 2008 (UTC)
As Kai Lin Huang pointed out, the amount of time to play a character to its full level (450 days assuming eight hours a day of gameplay) is not that much in comparison to the amount of time needed to get a college degree, leading to a more substantial increase in confidence through gameplay. I think that this difference is also interesting when you consider the different environments that the two contrasting situations provide - in school (especially high school and college), you live with the perpetual fear of being judged - by your peers, your parents, your teachers. This of course creates a positive feedback cycle in which your "physiological arousal" as described by Kiesler increases, which leads to an increase in mistakes. As a consequence, you get increasingly discouraged, the aforementioned social group gets increasingly judgemental, and the number of mistakes you perform increase. This can be easily combined with two concepts we described earlier in the course - the law of expectancy (if your teacher and your parents and your friends assume you are a failure, then it's hard to not assume that to be the case) and the zone of proximal development (why play a game, in this case, school, if it is difficult?).
In contrast, a game environment is often much more encouraging - people play a game because it's fun; and it's very genuinely rewarding to see other people enjoying a game as much as you do, while in school, it's often easy for people to develop competitive tendencies because of all of the social pressure. The stakes are so much higher than in the game - thus, by playing a game in a group, there is a lot to be gained but not very much to lose (who's going to care if it takes you a month to level up in WoW?). Thus, the game environment is very encouraging.Naturally, the principle of a "Zone of Proximal Development" is still very apparent in WoW according to Figure 7 - players who have a very low level spend much less time playing than those in a high level.
This is correlated with guild participation - the zone of proximal development is defined as the tasks that can completed with help from peers or cheats, and the guild structure specifically provides this. I also found Figure 5 in the "Alone or Together?" paper especially interesting in the context of the Kiesler reading: the amount of time spent in groups correlates with the level of the player, although according to figure 6, levelling is actually twice as efficient in individuals that do not group. Why would Guild participation double at higher levels? I think one possible conclusion is that the motivation to level up declines once you are at a high level; the competitive aspect of the game changes. The social influence of others change - you see them more as comrades/peers than competitors. This is one of the conclusions proposed by the section, "The other players: friends or audience?" and it is easy to see why people who consider the other players as their friends would be more likely to play in guilds.
Jordan Berk also brought up the intimidation factor. I agree with him heavily, and I am actually reminded of a somewhat analagous situation when I was taking CS170 - the top students in the class would spend hours on sixth floor Soda debating this theory versus that one; at first, I attempted to join them hoping that I would learn more. In the end, however, I found that working with them was actually extremely discouraging because I had trouble defending my ideas when talking to them, and I found myself really disillusioned with the class. In one sense, this was because I was outside of my zone of proximal development, but an alternative interpretation is that the social pressure was also a cause.
I think I was really surprised at how much of a personal impact the "Alone or Together?" paper had on me, especially when juxtaposed with a standard sociology paper like Kiesler. I think many of the ideas brought up by the reading really made me compare playing WoW to my experiences in high school, even though I've never played an MMORPG before. I've never really realized that the two could be analagous and that broad conclusions about social interactions could be drawn (or at least hypothesized) from the microcosm of a game.
Jacekmw 13:08, 12 November 2008 (UTC)
The Kiesler reading was interesting to me from my point of view as an actor. The key things to keep in mind while playing a character are the objective the character is attempting to fulfill and the transactions of status occurring. While the character's objective may have nothing to do with the other characters (and in a multiplayer game such as WOW, this is rarely the case), the status transactions between an audience and the player or anyone else in the scene often change the situation and sometimes prohibit the character from completing his objective. A lowly worker on a quest for food during an unannounced break, for instance, will immediately put this task aside when faced with a confrontation between his high-status boss. Improvisational theatre, especially, draws on many of the principles mentioned in the Kiesler reading. Attribution theory and social comparison are ways of justifying a character's high-status behavior, and justification of personal objectives within a group objective is a dynamic that very often results in humorous situations, perhaps because of the relatability to group dynamics as discussed in the reading.
As for the second reading, not having played WOW, some of it was a little unfamiliar to me. However, the concept of being "alone together" is an appealing one to me, UI-wise. In this type of situation, each individual is able to go at their own pace in the game, in that the seasoned professional may choose to go at it alone and power through all the quests, while a new player with questions can stop and chat with other "alone together" players on advice going forward. This provides a very personal and immediate error prevention service.
Bing Wang 16:11, 12 November 2008 (UTC)
The first article talks about human environment. It main talks about society and how people reacts differently while there is a congregation than when people are alone. I believe that it really depends on the each person's personality that makes them how they react in different environment. It also depends on whether people are physically with each other or virtually. All behaviors can really be different. With today's technology, there are much more presence of virtual reality. The virtual reality can make a virtual self that is really different from the real self for many people.
This idea leads into the second article which uses MMORPG and especially WoW to make the point of virtual community and cooperation. Even though I am not a gamer, I can relate to people I know who dedicate much of their time playing WoW. They even create characters that are worth hundreds of dollars in real cash. I agree with the author that those players do form a society while playing WoW. However, I disagree with the fact that it is also for casual players. I believe people are either addicted to be part of the virtual community or they won't be part of it at all. It seems a little hard to find the middle ground in my opinion. I want to emphasize the fact that these virtual reality games really let users be who want to be without the restriction of the environment that they live in.
Virtual reality really bridges the world together in both good and bad ways. In terms of games, it can enhance player's experiences and let them express who they really are. People playing those games can definitely form friendships just like the traditional way of friend making. My friends constantly play MMORPG games with others online that even though they are thousands mile apart, yet they have found something in common. However, I believe sometimes hiding the reality is not the best way to go for things other than games. One of these examples can be online frauds where virtual reality help individuals hide their real identities.
MuQing Jing 17:36, 12 November 2008 (UTC)
The two articles are interesting in that the real world topics covered in the first one apply towards the digital environment covered by the second one. The concept of a community that is linked electronically and through the internet seems to be the driving force towards creating a new type of culture; one in which conventional boundaries (geographical, religious, cultural) are phased out. It's almost as if people have a second life, with a connection that they make to their avatars that represents them. It allows people to be who they want to be, without fear of being shunned or embarrassed (in the real world, at least). Interestingly, IBM is making a strong drive towards harnessing the power of MMO communities; for example, they're in the works with creating virtual shopping experiences in Second Life that allows people to be in a virtual store and purchase items for their real life. The general direction that the field is moving towards seems almost to be trying to replace the real world; more and more aspects unique to the living world are being digitized, to the point that it may even supplant that of reality.
Greg Nagel 17:42, 12 November 2008 (UTC)
The second reading makes me think of the old MUD taxonomy theory: http://www.mud.co.uk/richard/hcds.htm
For those that don't know, MUD means Multi-User Dungeon, a text-based MMOG. The discussion is about what people get out of MMOGs. The theory states, that there are four types of players, each given a different playing card suit:
- Achievers (Diamonds) get the most out of accomplishing things in games. These are the folks who like to get all the coolest armor and maximum levels, which is often most of the people playing. The goal in playing an MMO is to maximize your in-game power.
- Explorers (Spades) like to dig down and figure out what makes a game tick. They like to find new, powerful combinations of powers, explore all the game areas, and look for glitches in games. The goal is to discover something new that no one has ever known about the game before.
- Socializers (Hearts) get the most out of just having a conversation. The game itself isn't so important as the human contact, so these will be the RPers (Roleplayers, it's sort of a collaborative story-making process). The goal is make close friends.
- Killers (Clubs) like to affect other people in-game. It's not always killing players, but traditionally, player-verses-player combat is the easiest way to affect others in the game. They can also be the people who wander around and heal people, give tips, or tons of game armor to newbies. But often these are the PKers (player killers), the ones who don't like a fair fight. The main goal is to impact others in the game, ruining or making their day.
There's more to the theory, and it goes into how these different player types affect the others in the world, but what I said above is a good introduction.
Mike Kendall 17:43, 12 November 2008 (UTC)
A lot of people here are talking about the importance (or lack of importance) of playing in groups. Hao's point about it being inefficient to level in a group is completely true. When grinding alone, you can get a rhythm that doesn't depend on other players. What people seem to be missing is that leveling is not the only gauge of power in WoW. In particular, everyone I know who plays the game says "the game doesn't start until you're level 60." At that point, there is no point to grinding, and everything you do is going to be dictated by social reasons (raids are more or less socially motivated) or for items (one lvl 60 char with good items could take two lvl 60's with bad items (this depends on classes and everything, but I'm trying to illustrate how important items are)).
That being said, my experience with WoW is that it's ONLY played in groups. Unless you are making a new character and trying to bring it up to max level, there is almost no reason to play if you're on your own. You're too weak to go into worthwhile dungeons without friends.
Can we also agree that this paper is really statistically bunk? They're pulling causation from correlation which is just not cool. The correlations that they present, however, are pretty interesting.
Anthony Kilman 17:49, 12 November 2008 (UTC)
I never thought I'd see the day that an academic paper based on WoW would arise. The Stanford paper hopes to derive the social dynamics of MMPORGs, particularly WoW. The paper sums of this notion of community quite well in my opinion: "the appeal of being alone together." This goes on to describe three elements that bond groups of players into this community: (1) interacting with an audience, (2) being surrounded by others, and (3) laughing at and with others. Though this is a significant percentage of what is required to form a cohesive community, the WoW online community only holds a subset of the sociological facets that would comprise a community. The idea of "knowing" someone in WoW is really a patch-work concept of acquaintance/friendship, as a consequence of the interface. For example, you cannot tell if someone is comfortable/uncomfortable with someone in the game-world, based on their body-language. It has to be translated through their motor skills, into the reaction of a players choice within the game world. As supposed to some kind of a snarl upon recognition of an enemy in the real-world, the game-character might spin around in circles (which as an item of body-language, is up for interpretation) or do nothing at all. In that sense I couldn't agree with Vedran (first post; over-acheiver :) more.
Yuta Morimoto 18:02, 12 November 2008 (UTC)
The readings can be useful to encourage people to play game. They are focusing on a bit more social aspect inspecting people who are playing games. Readings show us that there are some social effects on facilitating players to play game. Unlike single play games, MMO or like online multiplayer games allow us to play game cooperating with someone who play game at the same time. I am wondering that such social aspect except game can encourage users to play game. Second reading tells me a kind of answers of the questions showing us demographics in a game. They conclude and propose a new interesting aspect of players who are joining MMO game as audience. That is very interesting and I may apply the behavior of players as audience on our project.
Stuart Bottom 18:04, 12 November 2008 (UTC)
The most interesting thing to me about these readings was the relationship between playing time and leveling up in WoW. Granted, I have never played WoW before (nor am I much of a gamer at all), so I have to analyze this from an outside perspective. That said, given what's in the reading plus all the comments from other students, the great strengths of WoW lie in the "addicting" incentives it provides users to keep playing. By making the levels progressively harder, the designers keep the game new and exciting while causing players to spend more and more time in the game as they advance (which increases the richness of the playing experience for others).
As I see it, this concept of incentives can be applied to serious games in two ways. First, level advancement should make per-level playing time approximate the (roughly exponential) curve in Fig. 3, which describes the accumulated time played per level. The exponential nature of the curve implies the non-linearly-increasing difficulty of the game and the greater incentives there are to remain playing in it (greater rewards). Second, these "greater rewards" should be just that - greater - as levels progress. Keeping the same power-ups or resources available level after level means the game is likely to get boring for players after only a few level. In contrast, WoW shows that these components are an integral part of the mechanisms that encourage players to return to the game and keep advancing in levels (a very important consideration for serious games).
Kevin Lam 18:06, 12 November 2008 (UTC)
Although I've never played WoW, I know several people who currently do or did at some point. Their motivation to continue playing the game is much the same as those described in the second article. While you can play by your self against the environment, a lot of players enjoy being part of a community of gamers. Being a part of that community motivates you to play harder, because you can gain recognition for all of your work (for leveling, acquiring items, and completing quests). With that in mind, the makers of WoW did a brilliant thing by dividing the players into servers and then zones. Within each area, you are accompanied by players who are supposed to be at your level. You can then interact with others who are striving to reach the same goal as you.
Geoffrey Lee 18:12, 12 November 2008 (UTC)
The World of Warcraft research shows a correlation between the time spent grouping and the speed of leveling. The authors concluded that grouping is an inefficient way to level, but I think this is leaving out an important part of the picture - the actual amount of time spent attempting to level-up. I believe it's possible that players who group are looking for a more social experience, and therefore spend more time socializing rather than leveling.
Juanpadilla 18:16, 12 November 2008 (UTC)
This was an interesting set of readings because of their focus on the often-overlooked role of a social aspect in the gaming environment. People are by nature social, even us EE[CS] people in one way or another, so it only makes sense that people are looking for this aspect in a game. The article described the way WoW players behaved socially by parading around their character and showing off. However, the social aspect in the current gaming environment is being exploited well beyond MMORPGs. In fact, I think this showing off can be seen in many games where people are allowed to dress and change their character/avatar. For example, even a user's Mii on the Wii can be morphed by changing hairstyle, clothing, eye size, etc. Further stil, you can connect your Mii to other people who can see and use your character while playing on their own system. I understand that this is not the full aspect of being social that is described in the articles but it is definitely another way that games are pushing a social aspect into their design.
Shyam Vijayakumar 18:23, 12 November 2008 (UTC)
Social interaction is an important aspect of any game. How the user interface of the game affords for social interactions is therefore important as well. The first reading says that people tend to attach themselves to a reference group if they share a common crisis. This fact can be used to think about how to introduce social interaction to a game. For example, when we were designing our game, we wanted to have it somehow interact with other people. The fact that people were playing our game to save gas helped us think about what kind of groups we might think about. So we decided to introduce an interface that would help them carpool with other people. As a person trying to save gas, someone might be more interested in the game because of this.
The second reading talked about World of Warcraft and how its users are all at the same place but they don't necessarily interact with each other (thus the title "alone together"). We were also thinking about making our game similar to world of warcraft where people will be driving around in virtual environments. But we thought about this drawback of people not necessarily interacting with each other as in WoW. Thus, we decided to go in a different direction.
Paul Im 18:24, 12 November 2008 (UTC)
Both articles spend a lot of time focusing on the multiplayer aspect of games. They bring up a couple of valid points and key observations that would help a designer create a good multiplayer game. In terms of World of Warcraft, I can see where Ducheneaut's observations come from in terms of being 'alone together'. Each player sees others as an audience, and they are performing alone in this imaginary world. In reality, this seems to be true; people who are connected through games usually have nothing to connect with outside of the game. The situation slightly changes when a player is part of a guild, or a team. Kiesler also mentions this in his article. The membership aspect of a game brings people to be 'psychologically involved' with others. Moving around as a group definitely promotes feelings of community. I would argue, however, that again, these feelings of community are purely virtual even if a player is part of a guild. Of course the points of these articles are to enhance and describe gameplay, but on a side note, these virtual relationships seem quite shallow.
Mikeboulos 18:27, 12 November 2008 (UTC)
Many games lack the social interaction. It was very interesting to see how in the first reading it was discussed how in which individuals categorize and organize information about people is to attach them to groups. Which is very interesting because we tried in our project to relate to individuals by finding an overlap between all groups. So that people may relate to the game.
The second reading was about "world of warcraft" which is based on "alone together". I don't see how my group's project would actually steel this idea, yes if we implement a multiplayer game it would involve playing almost "alone" but there will be interaction with other players.
Antony Setiawan 18:31, 12 November 2008 (UTC)
I mostly agree with what Duchenaut says in his paper. I also played WoW a while back and from my experience, WoW has the most accessible menu compared to the other MMO games. In my opinion, the guild system that is introduced in most MMO games is intended to compensate the almost-exponential leveling system and monotonous quests. A lot of gamers won't even even care about leveling up-- they just want to hang around and socialize with others. Nevertheless, "Alone together" seems to picture most MMO.
James Yeh 19:29, 12 November 2008 (UTC)
I believe that the "community" aspect of WoW is a major component of the game, and is one of the main reasons why so many of the game's players spend such a large amount of time playing the game. Reading the second article reminded me of a video I watched about "addiction" to MMOPG's—that video basically attributes players' strong attraction to games such as WoW to the sense of community that it provides to players, especially to those who are part of guilds that group together to take down difficult bosses (i.e. raids). I also agree with the "playing alone together" phrase mentioned in the reading; as a former player of massively multiplayer roleplaying games, I understand the concept of playing for an audience, and agree that it can be a very compelling reason to continue to pour time into a game when a player has already accessed most of the game's content. Owning a high-level or powerful character can give the player a sense of accomplishment and reputation, and playing in a multiplayer environment allows these characters to be displayed to and respected by the rest of the gaming community. It is really the presence of other players, and the common goals and respect for high-level, powerful characters that they have, that sets a mmorpg apart form a single player rpg; in particular, a player doesn't even have to interact closely with other players—the knowledge that others are noticing will compel a player to play more.


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subset: commoncrawl


text: Dr Eduard Shantsila Institute of Cardiovascular SciencesHonorary Research Fellow (University of Birmingham)Clinical Postdoctoral Research Fellow in Cardiology (City Hospital) Contact details Telephone+44 (0)121 507 email@example.com AddressUniversity of Birmingham Centre for Cardiovascular SciencesCity HospitalBirminghamB18 7QH Qualifications 11.07.2012 PhD, University of Birmingham 05.03.2002 PhD in cardiology (Republican Research and Practical Centre "Cardiology", Minsk, Belarus) (Certificated as comparable to British PhD standard by the National Recognition Information Centre for the UK) 21.06.1996 Physician (with distinction) - Grodno State Medical Institute, Grodno, Belarus Biography Dr Eduard Shantsila has graduated from a 6-year course in Grodno State Medical Institute (Belarus) with distinction in 1996. From 1996 to 1998 he obtained his initial clinical experience during a 2-year clinical internship programme in Grodno State Medical Institute. From 1998 to 2008 he worked in the Republican Research and Practical Centre 'Cardiology' in Minsk (Belarus), where he progressed through the posts of junior researcher to senior researcher with the 3-last year working as a head of Department of cardiology. In 2002 he obtained his first research degree of Candidate of Medical Sciences in Cardiology (comparable to British PhD standard). In 2008 he came to Birmingham to start Research Fellowship from the Heart Failure Association of the European Society of Cardiology, which followed by completion of PhD programme in 2012 (University of Birmingham). He currently continues his research and clinical work in Centre for Cardiovascular Sciences and Department in Cardiology in City Hospital (Birmingham) under lead by Professor Gregory Lip. Teaching Teaching on a regular course 'Understanding Statistics and Research Methodology', Good Hope Hospital, Sutton Coldfield, West Midlands Postgraduate supervision Supervisor of 4 MD and PhD students investigating implication of functional monocyte subsets in patients with myocardial infarction, heart failure, coronary artery disease and carotid intra-plaque angiogenesis. MD project in the University of Leicester (Viva passed, recommended for distinction) Two MD projects in the University of Birmingham (currently in the writing/submission phase) PhD project in the University of Aston (data collection phase) Research Research projects related to: Role of functional monocyte subsets in cardiovascular pathology Ethic difference in endothelial function in heart failure Implication of circulating microparticles in cardiac disorders Other activities Half time clinical work in Department of Cardiology at City Hospital, Birmingham Member of Editorial board of the Vascular Cell (journal) Publications Shantsila E, Tapp LD, Wrigley BJ, Montoro-García S and Lip GY (2013) CXCR4 positive and angiogenic monocytes in myocardial infarction. Thromb Haemost 109:255-62 Shantsila E, Montoro-García S, Tapp LD, Apostolakis S, Wrigley BJ and Lip GY (2012) Fibrinolytic status in acute coronary syndromes: evidence of differences in relation to clinical features and pathophysiological pathways. Thromb Haemost 108:32-40 Shantsila E, Wrigley BJ, Shantsila A, Tapp LD, Gill PS and Lip GY (2012) Monocyte-derived and CD34+/KDR+ endothelial progenitor cells in heart failure. J Thromb Haemost 10:1252-61 Shantsila E, Wrigley B, Shantsila A, Tapp LD, Blann AD, Gill PS and Lip GY (2011) Ethnic Differences in Macrovascular and Microvascular Function in Systolic Heart Failure. Circ Heart Fail 4:754-62 Shantsila E, Wrigley B, Tapp L, Apostolakis S, Montoro-Garcia S, Drayson MT and Lip GY (2011) Immunophenotypic characterization of human monocyte subsets: possible implications for cardiovascular disease pathophysiology. J Thromb Haemost 9:1056-66 Shantsila E, Kamphuisen PW and Lip GY (2010) Circulating microparticles incardiovascular disease: implications for atherogenesis and atherothrombosis. J Thromb Haemost 8:2358-68 Shantsila E and Lip GY (2009) Monocytes in acute coronary syndromes. Arterioscler Thromb Vasc Biol 29:1433-8 Shantsila E, Watson T and Lip GY (2007) Endothelial progenitor cells in cardiovascular disorders. J Am Coll Cardiol 49:741-52


text:
     That sounds way cool! People at the Faire will eat it up! :)

 Please coordinate with Rameen.

 Cheers,
 Mitch.

 Date: Sat, 26 Feb 2011 15:47:08 -0800
Subject: Re: [Noisebridge-discuss] Maker Faire
From: firstname.lastname@example.com
To: email@example.com
CC: email@example.com; firstname.lastname@example.com; firstname.lastname@example.com

I would love to be involved in any/all of the following activities - preferably with company (as I don't drive, and moving all the brewing gear by public transportation is somewhat cumbersome) - would try to persuade Sean to do a 'DIY yeast demo' of brewing and baking with self-captured wild yeast.

/Rikke

11. Educational Outreach Participation
Are you interested in participating in additional Educational Outreach activities related to Maker Faire?
a. Pre-event Maker Faire promotional activities? (This could include showcasing your project at various community events.)
b. Helping one of our 2011 Young Makers (ages 12-18) finish a project for Maker Faire--including meeting regularly with a local, Bay Area Maker Club in person and possibly remotely between now and May 21, 2011.
c. Visiting a classroom or school to inspire students and/or teachers, before or after Maker Faire. (We'll contact you as opportunities arise.)
d. Presenting to K-12 student field trip groups who visit Friday morning, May 20, from about 8am to 1pm. (Look for follow-up information on this event by email from Michelle Hlubinka when you check this box.)
e. Mentoring new and/or Young Makers in general. (You'll be added to our database of available mentors and we'll contact you as opportunities arise.)

Doing these things is a lot of fun! Again, as contact person, if you think this is cool, then you can put out a call for people to do this.

I'm doing this for the Hardware Hacking Area.


text:
It's not quite all-Warren Jeffs, all the time Saturday on Lifetime. It just seems that way.
First up, it's the premiere of the TV movie Outlaw Prophet: Warren Jeffs (6 p.m., Lifetime). Which is pretty ridiculous from the get-go, what with the very handsome Tony Goldwyn ("Scandal") playing the not-so-handsome Jeffs.
That's followed by the documentary Warren Jeffs: Beyond the Headlines (8 p.m., Lifetime). All this might be news to anyone who doesn't live in Utah; not so much to anyone who does.
Oh, and "Outlaw Prophet" repeats at 10:02 p.m. and 12:02 a.m.
Friday on TV ...
A Leap of Faith (7 p.m., NBC/Ch. 5): Meredith Vieira reports on an emerging medical breakthrough involving the field of regenerative medicine.<


text:
Brilliant $mart Women -Vendor Application Saturday Nov 24, 2012
The New Reality Foundation/G.U.R.L.S. Lead Global Leadership Program
Saturday, November 24, 2012 from 10:00 AM to 4:00 PM (PST)
Event Details
Saturday, November 24, 2012
Create Jobs and Enjoy a Day of Pampering, Shopping, Eating, Workshops, Entertainment and more.
10:00 am-4:00 pm
13909 E. 14th Street * San Leandro, CA 94578
Hurry limited space
Are you a small business owner or want to support small businesses in your community? Brilliant $mart Women are hosting a one-day event that provides a unique opportunity to market your message and products to an upscale audience of motivated consumers.
We are multitasking here. In support of National Small Business Saturday, we have created the perfect environment that merges holiday shopping with a cause to celebrate and support women owned businesses and our girls of color as future global leaders.
Vendors that offer high quality crafts are welcomed in the following general segments (no age or gender specifics):
· Fine Arts
· Custom/Elegant Crafts & Apparel
· Gourmet Food/Gift Items
· Additional segments open for merchandise/services for girls ages 8- 18+
The program theme is Brilliant Smart Women, but all vendors are welcomed. Merchandise is not limited to merchandise by or for women as the target market are gift purchasers for self and others. Our target market is: general market, women and professional women, parents and other gift givers. We want to create a compelling environment and luxury experience where possible.
The event will be marketed on social networks and local press releases. Vendors are encouraged to post the flyer on their social media networks and the flyer jpeg is available for posting.
Confirmed and paid vendors will be listed in the Commemorative Souvenir Program Book.
Application form:
· Applicant Name: ____________________________________________________________
· Applicant Business Name:______________________________________________________
· Applicant Address: ______________________________ City________________ State_____
· Contact Phone #: Cell_________________________ Business _________________________
· Email:_____________________________________ Website:__________________________
· I / We hereby reserve exhibit space at the Holiday Soiree for Brilliant $mart Women …. Saturday –November 24, 2012.
· All cash proceeds from sales of goods/services belong to vendor. Vendor responsible for all sales tax, licenses and other.
· Vendor may set up no more than one hour before the event and must take away all items within one hour after the event.
· Vendor station fees: Vendor regular rate $ 80.00. Special rate $ 75.00 until Oct 15, 2012. Reg. rate Oct. 16-Nov 5, 2012. Deadline Nov 5, 2012 for all fees.
· Vendor station fees include: One 6- ft table plus 2 chairs. One lunch ticket per Station fee paid (not per table). Vendors are required to provide one gift item for the fundraiser and raffle. Proceeds go to benefit The New Reality Foundation G.U.R.L.S. Rock Leadership Program and are tax deductable. Items should be presented on or before November 24, 2012.
· Vendor fee deadline October 15, 2012 for special rate. Last day to pay fees November 5, 2012.. No Payments after deadline. Space sold on first come basis. We will work to assemble the best mix of vendors and products to provide quality, and variety. ALL vendors applications welcomed, male and female. No refunds.
· Vendor payment methods: Cash, Money Order, Cashier Check (no exceptions) or on line pay at
- Vendor will make all payments to: The New Reality Foundation 2132 Longview drive Suite a San Leandro, CA 94577
- Vendor fees may be a business or charitable deduction (consult your tax professional).
Disclaimer: The New Reality Foundation Hold Harmless Clause: The vendor assumes the entire responsibility and liability for losses, damages and claims arising out of the injury or damages to vendor's displays, equipment and other property brought upon the premises of Linen Life Gallery. Vendor responsible for any damages to third parties it causes while on the property.
Cheryl Strane: 510.928.1557
Raye Mitchell: 510 836 0102
Please return this form and your payment no later than October 24, 2012 to:
The New Reality Foundation
2132 Longview drive Suite A
San Leandro, Ca 94577
For questions, please e-mail Nichole at email@example.com, 510.836.0102. Thank you for your support.
When & Where
San Leandro Senior Community Center
13909 E 14th St
San Leandro,
Saturday, November 24, 2012 from 10:00 AM to 4:00 PM (PST)
Add to my calendar
The New Reality Foundation/G.U.R.L.S. Lead Global Leadership Program
ABOUT The G.U.R.L.S. Lead Global Leadership Program
Founded by Dr. Raye Mitchell, G.U.R.L.S. Lead Global Leadership Program is a global leadership-training initiative of the The Making a New Reality Foundation, a 501(c)(3) tax-exempt organization. As a social entrepreneur program celebrating the importance of girls and girls of color as the next generation of global leaders, G.U.R.L.S. Rock has a different approach to supporting the growth and development of girls of color ages 12-18. "G.U.R.L.S." stands for Growth, Unity, Respect, Leadership, Success. To learn more about G.U.R.L.S. Rock, please visit www.GurlsLead.org and www.fb.com/GurlsRockPower on FaceBook. Also at www.facebook.com/GirlsLeadforward.


text: Other Opportunities at Drexel Full-Time Undergraduate Programs For students who are able to follow a traditional schedule, Drexel offers programs during the day to full-time undergraduate students. To apply to one of these programs, complete the Full-Time Undergraduate Admissions Application. Drexel University Online Drexel University Online programs are designed for professionals who want to complete their education online without compromising quality. Online programs offer the same accredited curricula as their on-campus equivalents. For more information, visit Drexel University Online. Graduate Programs Further enhance your education and career with a graduate degree. To apply to a graduate program, complete the Graduate Admissions Application.


text:
Ironically, the same psychological crutch of self-justification can then help in these situations.
They got that, but they got it colored by a distancing, third-person narrative and bouts of self-justification.
When the person himself doth, by his self-justification, force me to it.
He may think it unwise to be detailed in self-justification.
A wordy prayer may afford a quiet sense of self-justification, though it makes the sinner a hypocrite.
He was cut to the quick, yet a phantom of self-justification was up in arms.
But possibly you urge, in self-justification, Others will manufacture spirit, if I do not.
"You are a good many pennies the better," said he in self-justification.
The prophet anticipates a possible attempt at self-justification; just as in ver.
"I'm a good destructive critic," I said in self-justification.


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text:
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Re: st: Adding a blank space at the end of a variable in preparation for reclink
Matthew Krauchunas <firstname.lastname@example.com>
Re: st: Adding a blank space at the end of a variable in preparation for reclink
Sun, 1 Aug 2010 22:26:54 -0400
I will give it a try. Thank you very much!
On Sun, Aug 1, 2010 at 10:12 PM, Duha Altindag <email@example.com> wrote:
> I think this should insert a blank to the end:
> g street_adress2=street_adress+" "
> Also, I remember existence of command that creates the mirror image of
> a string, like "abcd" turned into "dcba". If you could convert
> street_adress into its mirror image, sall this new variable ss, then
> each observation in ss will start like either "ts" or "eva" or "dvlb".
> For example, "Staton st" will be "ts notatS". Then you can use
> subinstr(ss, "ts", "teerts",1) will convert first "ts" in ss into
> "teerts". Finally you can again use this mirror image command to
> convert the variable into nice looking street adress variable.
> Hope this helps.
> Duha
> On Mon, Aug 2, 2010 at 12:59 AM, Matthew Krauchunas
> <email@example.com> wrote:
>> Hello,
>> I am trying to clean up street addresses in preparation for a fuzzy
>> merge via reclink. I want to change st --> street, ave --> avenue, rd
>> --> road etc. I am running into a problem though as those characters
>> are normally at the end of a string. Thus, I cannot use commands
>> like:
>> replace street_address=subinstr( street_address, " st", " street ", .)
>> replace street_address=subinstr( street_address, " ave", " avenue ", .)
>> replace street_address=subinstr( street_address, " blvd", " boulevard ", .)
>> Because it will change street names like "Stover" in street over. I
>> am thinking of adding an extra space at the end of street_address,
>> running replace commands, and then removing the extra space via rtrim
>> command. Does this sound like a good plan of attack? If so, does
>> someone know how I can add a space the end of each of these
>> observations?
>> Thanks!
>> Matt
>> *
>> * For searches and help try:
>> * http://www.stata.com/help.cgi?search
>> * http://www.stata.com/support/statalist/faq
>> * http://www.ats.ucla.edu/stat/stata/
> *
> * For searches and help try:
> * http://www.stata.com/help.cgi?search
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text:
Milano, Italy
Contemporary Art: books, catalogues, artists' books, magazines.
Credit cards accepted by AbeBooks, Bank Transfer, PayPal
A+Mbookstore s.a.s.
via Amedeo d'Aosta 3
20129 Milano
Director: Amedeo Martegani
Shipping costs are based on books weighing 2.2 LB, or 1 KG. If your book order is heavy or oversized, we may contact you to let you know extra shipping is required.


text:
Is Thermage more effective than Velasmooth for the treatment of cellulite?
Thermage Better Than Velasmooth for Cellulite?
Doctor Answers 3
Who knows! Thermage vs Velasmooth. Probably Endermologie
No one really knows and this is purely anectdotal. I am not aware fo any study comparing the two.
Endermologie is probably the single most effective modality for cellulite bu the results are temporary.
Thermage proabably better for cellulite
When someone develops a truly effective solution for cellulite, there will no longer be any debate. The fact that there are so many options out there right now suggests that there is no clearly superior technology, but I have had better results with the Thermage cellulite tip. Pics on my website at http://www.drbaxter.com/thermage.html.
Thermage is better.
There is no super great solution for cellulite. See the link below to an article in yesterday's New York Times.
Thermage is not primarily developed for cellulite, but is more likely to be somewhat effective by tightening the skin.
You might also like...
These answers are for educational purposes and should not be relied upon as a substitute for medical advice you may receive from your physician. If you have a medical emergency, please call 911. These answers do not constitute or initiate a patient/doctor relationship.


text:
Countless women have tossed bowling balls at Wayne County lanes over the years.
None are believed to have ever accomplished what Stacy Dannemiller did on Oct. 5 at Parkview Lanes in Orrville. The 25-year-old Orrville resident achieved bowling perfection.
Dannemiller rolled a 300 game on the way to winning the District IV 600-Club Women's Tournament to record what Parkview owner Steve Steiner's research found to be the first perfect game in Wayne County women's bowling history.
"It's the first perfect game rolled by a woman at a Wayne County alley that I'm aware of," said Steiner, who bought Parkview Lanes in 1993 from his father, Ken. "We'd never had one at Parkview before and I checked with Wayne Lanes (Wooster), too.
"No one can ever remember a woman getting a perfect game. I'm not saying a woman has never left Wayne County and bowled a 300, but we believe Stacy is the first to do it here."
Dannemiller, a 1995 Orrville High School graduate, had been tantalizingly close to rolling a 300 twice last year.
"One time I started with a nine on the first frame and then hit 11 straight strikes," said Dannemiller, whose previous high game was a 279 on that occasion and several others. "Another time I started with nine straight strikes before missing one."
Dannemiller would not be denied this time, though, as she overcame an understandable case of the jitters to close out the milestone game.
"I could feel my knees shaking before the last strike," she said. "As soon as I let it go it felt good and I could hear a bunch of people cheering.
"When I picture it now, it's like I wasn't even in my body and I can see everyone cheering. It was just awesome to throw a 300 and then to find out I was the first woman to do it in Wayne County... I guess it's still kind of an indescribable feeling."
Incredibly, a second 300 game was thrown at Parkview Lanes at the same tournament by Andrea Hoffman of Zanesville, but she did it one day after Dannemiller.
"It was really something else," Steiner said. "I think everyone was proud of both of them. There wasn't any jealousy or anything like that."
The tournament title went to Dannemiller with a three-game total of 739, while Hoffman wound up with a 630. She qualified to meet other district winners in a match-play tournament in Lancaster next June.
Dannemiller bowls in leagues at Parkview, Wayne Lanes and Stonehedge in Akron and averages a 211 in both local leagues. She has also competed in several Professional Women's Bowling Association regional events.
"I played softball for four years in high school, but bowling has always been something I've worked on the most," she said.
That work paid off with a reward that Dannemiller will never forget.


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Which Kardashian is the Hottest?
The E! Network's favorite family—the Kardashians—have become mega-celebrities over the past five or so years. Their show, 'Keeping Up With The Kardashians,' continues to move along strongly season after season, making them a household name. To prove that, there is virtually no one in America who does not know who at least one member of the Kardashian clan is, Kim in particular.
Dude Freaks Out on Amusement Park Ride
Amusement park rides are fun for all ages. Sometimes.
Blue Ivy Carter Has A-List Babysitters
If you're Blue Ivy Carter, you pretty much have the world in the palm of your tiny four-month-old hand. Aside from having two of the most famous people in the music industry for parents, there are some other perks to it.
For instance, you get to have some A-List people as your babysitters!
Listen to Afrojack's Remix of Michael Jackson's 'Bad'
With the 25th anniversary of Michael Jackson's 'Bad' album coming up and being re-released as a three-CD, one DVD deluxe set to be titled 'Bad 25,' artists all around the world are showing their love for the late and great king of pop. Amid them all one in particular is surely going to stand out and have us dancing for days on end. It's Dutch music producer and DJ Afrojack's remix of the title track, 'Bad.'
Mary J. Blige's Charity Being Sued
Mary J. Blige recently found trouble with a certain Burger King ad, and the drama hasn't ended for her there. The queen of hip-hop soul's charity foundation — Foundation For The Advancement Of Women Now — is getting sued from all different angles. From the likes of TD Bank to a lineup of musicians playing at various Mary galas everyone seems to be having their problems with FFAWN.
Watch This Terrifying Video of an Out of Control Lamborghini
Have you ever passed someone in a sports car, watched them rev the engine like a pompous jerk and find yourself thinking something maybe a bit off-color about them? Well, this video shows what we all wish would happen to that guy. In this case, the driver is behind the wheel of a Lamborghini, a yellow one. Yeah… a yellow Lamborghini. We know what you're thinking and we agree.
Wiz Khalifa to Perform New Single at 2012 MTV Movie Awards
Excited about the new Wiz Khalifa single? So is he, which his why the 'Black and Yellow' superstar has decided that he will perform his recent single 'Word Hard, Play Hard' for us all at the 2012 MTV Movie Awards in Universal City, Calif.
Jay-Z Putting Music Aside to Focus on Raising Blue Ivy
There are few things in this world that hip-hop superstar and business mogul Shawn 'Jay-Z' Carter loves more than making music. Yet when it comes to his family, more specifically his four-month-old daughter, Blue Ivy Carter, the artist's goal is to make her his first priority, which is why he's taking a minor break and pushing music aside … only for a little bit.
B.o.B Dishes on Meeting President Obama
Most of us would consider an encounter with President of the United States, Barack Obama, a daunting and nerve-wracking experience, but not famed rapper B.o.B The 23-year-old hitmaker was recently a guest on 92.3's The Rickey Smiley Morning Show, and on it he divulged some interesting facts about his casual meet with our nation's leader.


text:
Social Media Strategy MCE Class - Austin, TX
DHI Mortgage - Austin Branch
Thursday, August 28, 2014 from 11:30 AM to 2:00 PM (CDT)
Who's Going
San Francisco, California
London, United Kingdom
Florence, Italy
Event Details
Thursday - August 28th, 2014
11:30am Lunch // 12:30pm Class
Sponsored by D.R. Horton
Lunch provided by DHI Mortgage Company, Ltd. #0620
Somerville - D.R. Horton Model Home
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Phone: 512-670-9961
Join us for a seminar on what social media encompasses, why you need it, and how to use it:
+ 7 Steps to developing a strategy for your business.
+ How to utilize available tools to help set you apart from your competition.
+ Develop your own personal plan.
+ Bring your laptops and tablets for a more hands-on experience!
For additional information, please contact:
Cheryl Bullard
Mortgage Loan Originator, NMLS #233057
Cell: 512-417-1286
DHI Mortgage Company, Ltd. Branch NMLS #38686. 10700 Pecan Park Blvd., Suite 200, Austin, TX 78750. Company NMLS #14622. DHIM is an affiliate of D.R. Horton. For more information about DHIM and its licensing please visit http://www.dhimortgage.com/affiliate/. Provided for informational purposes only. This is not a commitment to lend. Not all borrowers will qualify. REV: 08/05/14 / EXP: 08/28/14
When & Where
Somerville - D.R. Horton Model Home
611 Winnsboro Cove
Round Rock,
Texas 78664
Thursday, August 28, 2014 from 11:30 AM to 2:00 PM (CDT)
Add to my calendar
DHI Mortgage - Austin Branch
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text:
The 2012 Amelia Island Concours d'Elegance
by John E Adams
About the Book
This Concours is hosted annually at the Amelia Island Ritz-Carlton, off the coast of Northeast Florida and is now consider the second finest in the world just an inch behind the Pebble Beach Event.
The focus of my Automobile Work for this year's event was again on the machine itself. Being just another face in the crowd among thousands of other admirers however this can be a challenge. Lighting is determined by the weather, location and a steady stream of onlookers passing by make it very difficult to capture images with no people in them. I always attempt to emphasize and intermingle the amazing elements of Florida however, a mantra or blending of sorts, based on my inspirations of both nature and art in steel.
In laying out this edition, when available, I display two images of the same vehicle together.
Each image is handcrafted and although I shot many more at the event they just did not meet my personal quality standard. The crowds did prohibit me from producing quality images of every car in the event, which is always my goal !
All of these images are available in print, in any format on online. Large format Canvases are our specialty. We also produce private collection and group event books on request at very reasonable rates and are located online at:
If you are attending an Event in Florida in the future and would like me to shoot your Car or Motorcycle or you have any questions of any type please drop me a line!
Features & Details
- Category Fine Art Photography
Standard Landscape, 10×8 in, 25×20 cm
80 Pages
- Publish Date Apr 21, 2012
- Language English
- Tags Amelia Island Concours, ritz carlton, automobiles
About the Creator
I am located in Fernandina Beach in Northeast Florida shooting the region on an ongoing basis and cars and bikes at the main events in Florida each year. If you would like me to shoot your event or ride just drop an email via the contact page at www.adamsviews.net
Log in or create an account to post a comment.


text:
Edmund S. L. LAM
Post-Doctoral Research @ Carnegie Mellon University Qatar
Amateur Kitchen Assistant @ Home
MSR Ensemble (MSRe)
MSRe is a rule-based declarative distributed programming language. Based on multiset rewriting, it allows you to program complex behaviors of an ensemble of computing nodes, by means of specifying joint rewriting among neighboring nodes. It has its roots from
Constraint Handling Rules (CHR)
For more information on MSRe, please check out our
PPDP'13 paper
Currently, we have a prototype implementation (MSRE-py) built in Python. This implementation supports decentralized execution over MPI message passing interfaces. The MSRE-py source can be download from our
GitHub repository


text:
Sponsored Products
|Desktop Enhancements
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Publisher's Description+
From Gabor Toth: A TV game (Pong) style clock for your desktop. When a minute passes, the right side gets a goal, and when an hour elapses, the left side gets a goal.
What's new in this version:
This version is the first release on CNET Download.com
read more +


text:
Fri January 27, 2017 - 6:00 PM
Uncasville, CT, 2017
Mohegan Sun Uncas Ballroom
1 Mohegan Sun Blvd
Uncasville, CT
Taste a variety of fine bourbons along with delectable hors d'oeuvres and cigar sampling. Must be 21 or older. For more information on Sun Food and Wine Fest 2017 please visit mohegansun.com/sunwinefest


text:
It's almost as if getting injured on the North Shore (or in this case elsewhere) guarantees exposure… People are mesmereized by injury – be it the pain, backstory, or recovery process – so we caught up with Young Gun Julian Wilson on the deck of the Red Bull house overlooking Off The Wall to find out how things are coming along for him, and what it's like to come to the North Shore at eighty percent.
So give us an injury update.
Well I started surfing again, and I'm probably back at eighty percent. I think my ankle is good but it's a bit in my head. My instinct is to protect it so it'll come back it just takes a bit of time. No airs just yet. I had a couple of surfs before I came over here but haven't surfed much here because it's been about ten foot everyday. I don't think that'd be a great idea straight away, but it'll come.
Where have you been surfing?
I've just been surfing at Off The Wall and a couple little days at Backdoor and it feels fine pulling into barrels and stuff, but on cutbacks and stuff it feels a bit weird.
I hurt it running into the surf. I just ran out and busted it. It was a bummer.
What else have you been up to on the North Shore? Parties?
Not too much partying, alcohol kind of makes it swollen and it's just not worth it for me. But I've been playing a lot of golf. We had a charity golf event yesterday. I went out there at 8 o'clock in the morning and came back at 7 o'clock at night.
Who've you been playing with lately?
Everyon'es been playing. Tommy Whitaker, Jarrad Howse, Bruce, Luke Munro, Dusty…everyone plays.
What kind of boards have you been riding during your recovery?
I've got a rehab stick. It's a 5'5" fish and it's so fun.
Do you have any goals for this season on the North Shore?
No goals. Just train and surf I'm not trying to get any crazy photos or anything like that. I'm just taking my time and getting one hundred percent and get ready for January for the world titles, and I don't feel too much pressure – it'll happen.
I'm doing a lot of rehab with the bubble ball. That's the biggest thing is just building back strength in my legs.
I'm not sure if you've noticed but you've grown about four inches since I last saw you. Has your size changed your equipment or surfing at all?
Everone's saying I got a lot bigger, but I haven't noticed it. I can still paddle my boards and maybe when I start surfing properly again I can tweak my equipment
What's next for you?
A lot of traveling. I've gotten to pick the locations of my trips and it's a new thing, but I'm really stoked on it. I get to go where I want to go and shoot where I want to shoot.
What's your most interesting location?
Not sure if I want to tell you that…ha. You'll see though.


text:
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Father: William TURNER b: ABT 1851 in Coggeshall, Essex, England
Mother: Emily CHEEK b: 13 JAN 1853 in Coggeshall, Essex, England
Marriage 1 Herbert Elvin BENSLEY
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text:
Calories are like autumn leaves—it's best to burn more than you eat. Get fired up with this Groupon.
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- $39 for 10 yoga classes (a $160 value)
- $65 for 20 yoga classes (a $320 value)
Choose from traditional, hot, Vinyasa, Hatha, and Ashtanga yoga classes.
Mindful BodyWorks
Mindful BodyWorks' studio reflects the company's main intention: achieving a mindful path to a healthier life. Inside the studio, radiant heating panels keep the bamboo-floored studio warm, and eco-friendly blocks and straps help students get into poses during Ashtanga, Vinyasa, and Hatha yoga classes. The studio also serves as the base for Pilates and tai chi classes, as well as a combination running/yoga class that elevates heart rates before proceeding to yoga poses. After workouts, students can hop into a low-flow shower and clean up with the facility's complimentary organic shampoos and soaps, leaving participants smelling sweeter than a rose wearing deodorant.