JVWR Newsletter

JVWR updates and newsletter.

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JVWR Previous Issues

Vol. 1, Issue 1 - Virtual Worlds Research: Past, Present & Future

   Editor:

  • Jeremiah Spence, University of Texas at Austin, USA

 

Vol. 1, Issue 2 - Consumer Behavior in Virtual Worlds

   Guest Editors:

  • Natalie Wood, Saint Joseph′s University, USA
  • Caja Thimm, University of Bonn, Germany

 

Vol. 1, Issue 3 - Cultures of Virtual Worlds

   Guest Editors:

  • Mia Consalvo, Ohio University, USA
  • Mark Bell, Indiana University, USA

 

Vol. 2, Issue 1 - Pedagogy, Education and Innovation in Virtual Worlds

   Guest Editors:

  • Leslie Jarmon, University of Texas at Austin, USA
  • Kenneth Y.T. Lim, Nanyang Technology University, Singapore
  • B. Stephen Carpenter, II, Texas A&M University, USA

 

Vol. 2, Issue 2 - 3D Virtual Worlds for Health and Healthcare

   Guest Editors:

  • Maged M. Kamel Boulos, University of Plymoth, UK
  • Susan Toth-Cohen, Thomas Jefferson University, USA
  • Simon Bignell, University of Derby, UK

 

Vol. 2, Issue 3 - Technology, Economy and Standards in Virtual Worlds

  Guest Editors:

  • Yesha Y. Sivan, Shenkar College & Metaverse Labs, Israel
  • Jean H.A. Gellissen, Philips Research, Netherlands
  • Robert Bloomfield, Cornell University, USA

 

Vol. 2, Issue 4 - Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds

  Guest Editors:

  • Mandy Salomon, Smart Services CRC, Australia
  • Serge Soudoplatoff, ESCP-EAP / Hetic, France

 


Creative Commons License

CrossRef Member

Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces

Burcu S. Bakioglu

 

Abstract

Employing game theory and cultural studies in order to make a much needed distinction between grief play (which is a type of game play) and griefing (as a disruptive cultural activity), I argue that griefers in Second Life, who engage in potentially subversive practices which residents recognize as characterizing the activities of subcultures, construct cultural formations, a term developed by Raymond Williams in his book The Sociology of Culture to describe groups that embody looser structures. Claiming that they are causing turmoil for the lulz (or laughs), they treat their activities as mere game play. However, underneath the rhetoric of game play based on targeting those who take the “Internet as serious business,” there exists a cultural phenomenon with serious effects. They not only jam the world’s signification system and subvert the bourgeois taste by spamming the environment with offensive objects (such as penises, swastikas, and communist symbols), but also attack the capitalistic ideology by crashing sims and significant media events, and regularly launching raids in-world which result in causing in-world businesses to lose money, thereby hurting the virtual economy at large.

Full Text: PDF