The Social and Educational Aspects of MUD's

 

by Noel Germundson

at Carleton University

ae117@freenet.carleton.ca

 

Copyright (c) 1994 Noel Germundson

Carleton University Working Papers in  Communication Technology and Culture

 

 

Abstract:

 

MUD's are Multi-User, text based, networked computer environments that up until 1989 were used mostly for gaming.  Since 1989 thanks to an innovative student (James Aspnes) at Carnegie Mellon University, MUD's have become more of a tool for communication where dozens of people can meet online to chat, program and expand the virtual world.  As a social tool MUD's are becoming extremely popular as a place for people to interact.  There are also a number of pilot projects using MUD's as Educational environments for teachers and students.  A number of MUD's even cater to various professional communities.  This paper explores these aspects in a number of ways.

 

What is a MUD?

 

            A MUD is a text-based multi-user computer environment.  As of December 1993, there were 424 publicly announced MUDs based on twenty one different kinds of software on the Internet.(1) The original MUD's were adventure games based on role playing books (such as Advanced Dungeon's and Dragons), and text based computer games such as Adventure (1978).  The first MUD was started by students at the University of Essex in 1979.  In 1989, James Aspnes a graduate student at Carnegie Mellon University decided to remove the fantasy aspects and allow people to chat or expand the virtual world instead.  Since he created this new type of MUD based on his TinyMUCK software, there has been a proliferation of alternate MUD's. (2)

            Current variations include UnterMUD's, MUSHes, MUCKs and MOOs.  Each type varies as to the complexity of the programming allowed, the forms of communication that 'characters' can use, and to any specific goal or mission statements of the MUD.(3)

            When a person first logs on to a MUD (by Telneting to a specific site), he or she creates a character which can be the persons real name, or entirely made up.  Usual one logs into a system as a guest to have a look around.  Then an account can be requested and character is created.  When a person creates a character s/he is given the opportunity to set a number of parameters.  These include @describing what the character looks like, setting the @gender which can be male, female, neutral, or some alternate description.  It is very confusing and unnerving talking to a gender neutral character on a MUD.  Characters could also be plural such as a 'flock of seagulls' or 'Beavis and Butthead'.(4)

            Many people are totally lost when it comes to MUD environments.  It's simple really.  MUD's are organized around the concept of physical space.  You can talk to anyone in the same virtual room, and read text based descriptions of the locations that you enter.  As an example, here's a recent conversation and log in at Media MOO, a MUD based at MIT which is designed specifically for Media Researches -- gamers need not apply:

 

             telnet purple-crayon.media.mit.edu 8888

            Trying 18.85.0.48 ...

            Connected to microworld.media.mit.edu.

************** **  Welcome to MediaMOO!  ***********************

 

Type: 'connect <character-name> <password>' to connect to your character,

'connect Guest'    to connect to a guest character,

'help @request'      for information on how to get your own character,

 '@who' just to see who's logged in right now,

'@quit'            to disconnect, either now or later.

 

 connect lh (password)

*** Connected ***

 

 The LEGO Closet It's dark in here, and there are little crunchy plastic things under your feet!  Groping around, you discover what feels like a doorknob on one wall.  Obvious exits: out to The LEGO/Logo Lab

>out

The LEGO/Logo Lab The LEGO/Logo Lab is a happy jumble of little and big computers, papers, coffee cups, and stray pieces of LEGO. Obvious exits: closet to The LEGO Closet, center to Center of Centers, library to o Library Foyer, and atrium to Third Floor Atrium Landing You see a newspaper, a Warhol print, Sun SPARCstation IPC, Projects chalkboard, Sign about stuff in the garden, MediaMOO Map, Research Directory, STS Sign, Cons tructionist Flag, and Train Transfer here.

>out

You step out into the hallway. Third Floor Atrium Landing The hallway here opens up into a four-story atrium. You are on the third floor.  Over the railing and across the atrium, you see a mural of grey squares with co lored lines between them.  Obvious exits: lego to The LEGO/Logo Lab, cw to VisMod Hallway, ccw to E&L Hallw ay, stairs to Third-floor Stairwell, elevator to elevator, and kitchen to Media Lab Kitchen You see an elevator call button here.

>@join blip

Apothecary Shop A traditional victorian parlor with high ceilings, elaborate ornamental detailing g and a massive marble fireplace along the northern wall.  The room has intricat e paisley wallpaper and is furnished with a graceful old rocking chair, a big ov erstuffed armchair and a cozy couch.  Please, make yourself at home.  Have a sea t.  Help yourself to a snack.  blip is standing here. You see a Librex 386SX, Experimental Drug #3, a plate of French pastries, and bl ip's TV set here. You join blip.

>say hello

blip exclaims, "Howdy!"

blip asks, "What's cookin'?"

>You ask, "I'm writing a paper on MUD's right now!  Can you give me some comments as to there use as social and educational tools?"

 blip says, "Sure, I would love to.   

 blip says, "I think that these places are fascinating laboratories of human comm unication."

 blip says, "But, I also think that we bring all sorts of RL baggage in here.  Th is place only pretends to be a refuge from RL."

You ask, "have you done any programming here, how is this different (better/worse e/comments) from traditional means?"

 blip says, "I'm not a traditional programmer - I have zero background.  I've don e a bit of programming here.  I've been trying to develop virtual recreational d rugs - with mixed success."

blip says, "The business applications are seemingly bo endless. Unfortunately this technology is still limited to an elite and very small population.  In my field (economic and community-based development) they are now just discovering PCs."

blip says, "Absolutely find the programming educational - its a whole side of my brain that's lain dormant for many years."

>say "can I quote you?"

 blip says, "Whatever you want to quote "

>say Ok thanks, -- how long have you been using MUD's for?  And what have you found most useful about them -- is MediaMOO the first you've used?

>say also have you been to any of the online conferences here or on other MUD's?  have they been useful? comments...

  blip says, "Could I see your paper when you finished it.  (I'm sure others would b e interested) You might want to leave it in the Library."

>say Ok I'll put it here on the MUD, and Make it available for Ftp'ing from a site which I will announce, I could also E-mail it to you

blip says, "MEdia MOO is my first.  I've been here for about three months.  I liked the varied nature of this one - that it's not strictly social, people tend to be articulate.  It's full of a adventures..."

 blip exclaims, "This lag is killing me!"

You ask, "so you find the fact that this is a Professional MUD useful?  How has it benefitted your work?"

 blip says, "Im not a media professional.  So I don't really think that this has contributed to my career.  It has made me consider switching careers though..."

You ask, "you see the potential in Internet environments?"

blip says, "Hopefully, as I learn to navigate the net I'll find a place where others in my field hang out.  So far, haven't found that place."

blip says, "Virtual environments provide the opportunity to exchange ideas and information quickly in a nonthreatening and fun environment with others.  In the field of community and economic development exchange of ideas is extremely important."

>say I see how it directly relates to you then

>say how have you found the learning curve? 

blip says, "The wonderful thing about c-space is its infiniteness. It cannot be known by a mortal person.  And its growing by the nanno second."

blip says, "My learning curve has been pretty fast - but I think I have a latent affinity for this type of activity that has been dormant for many ye ars - a pent up geekiness."

blip says, "I know others that are baffled by this place"

blip says, "I'm just sticking with MOOs for now - its too much to learn a  new system." 

blip says, "I haven't really ventured out into the non-MOO muds. I used to be a big adventure game player in the mid-1980s.  This interactiveness adds the perfe ct twist to it."

 blip says, "I gotta go now.  I'll write to you if I think of anything else."

>say ok bye -- thanks 

blip has disconnected.

 

            In this transcript I have Logged on to Media MOO.  Once there I went through several locations and then typed @who to see who else was logged on.  I @join(ed) blip (Esther Sandhof) and had a conversation about MUD's. It also shows some of the communication commands which are available.  By typing 'say' and then a sentence, blip receives it with 'lh says' at the front.  If others were in the room, they could have read the message as well. Messages and conversations can be held in a more private atmosphere by @whisper(ing) or @page(ing) other players.  Emotions can be expressed through @emote(ing).  For most new users (like blip) the learning curve is easy (easier if you are already familiar with computers).

            While MediaMOO is geared towards researchers, there are numerous Mud's geared to other topics.  On the educational front 'Cyberion City' and 'Diversity University' are at the forefront of education through MUD's.  At 'LambdaMOO' run by Pavel Curtis at Xerox PARC's Labs, there are no specific goals, just socializing and programming and expanding the MOO.  LambdaMOO is likely the largest of them all right now, with up to 200 people online at any given time.

            Clearly this is just a small overview of what MUD's have to offer.

 A list (Appendix A) of some MUD's may be of interest for further study, or experience.

Education in MUD environments:

 

            Although the majority of MUD's are still used for gaming, there is a new breed that is becoming more and more popular among a variety of groups.  Teaching and learning in computer based environments is a relatively new phenomenon.  At MIT, a MUD called 'Cyberion City' was started as a fun learning environment for children.

            "Since most MUDers are 20 year old males, violence often permeates the virtual worlds.  In response to the growth of elaborate slash-and-hack universes, one experimental world running at MIT outlaws killing altogether.  That world is Cyberion City. Based on the idea of a cylindrical space station, Cyberion City           has gathered a huge following of elementary and high school kids.  On any random day, about 500 kids beam up into Cyberion City to roam and build        without pause."(5)

            This MUD is very involving for the children there.  They have created a text based movie theatre, a city hall, tour bus, theme parks, etc.  One of the main bonuses of MUDs as learning environments is that they place everyone - teachers and students, adults and children on the same level.  Everyone learns from each other.  Programming is a combined effort, as one can request help online from anyone who's there.  Most people would agree that leaning to program is beneficial, especially in a world where computers are the norm.  Programming for children is great because it will likely give them more control over their lives in an information based society.  Familiarity with computers may also open more doors in different career fields.  Also understanding computers will make them better overall. (6)

            Pushing this line of thinking is Amy Bruckman, a doctoral candidate at MIT.  Some of her preliminary work has included being the co-architect of MediaMOO.  In MediaMoo the theme is Media research.  It is a varied environment, with weekly conferences on a variety of topics which are announced in news bulletins.  As a professional environment it is great because people from all over the world can log on, and participate in meaningful discourse related to this field.(7) Personally I've made contacts with people at Oxford in London England, and people in Brazil, South Africa, Australia, the Netherlands have become a part of my online life.

            With conferencing on MUD's a number of problems still need to be resolved.  For instance, if 30 people show up, how do you decide who talks when and for how long.  Talks can often be multi-threaded meaning that everyone is typing and reading text at the same time, it can become quite confusing.  A method for solving this was tried on MediaMoo where one conference was subdivided into two rooms.  In one everyone could talk at once, and in the other people waited in turn to speak.  Both methods had some shortcomings, and more trials are planned to see if there are better methods for virtual conferencing.(8) One conference held in march 1994 had its introduction presented in (text) slides as follows:

 

Tari shows slide #1.

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   ATTENTION:

Before we begin: please know that this session is being logged. All Netoric logs are kept on file by GregS. At the end of this session, we'll tell you how to get copies of Netoric logs.

Before using materials from Netoric sessions for research or any type of publication, paper, article, etc., consult ALL characters whose words or ideas you wish to cite.

You are of course welcome to remain anonymous, but at this time we invite all of you who wish to do so to identify yourselves by your real life names, and, if you like, where you are from.

We now pause briefly for introductions.

 Welcome to Netoric's Tuesday Cafe Discussion for March 1, 1994

       Topic: Using Others' Networds: May We Quote You on That?

 If you say something here, or on a newsgroup or listserv, or anywhere on the net, and someone wants to quote it, can they do so?  Do they need your permission?  We want to talk about that here tonight.  Laura Gurak, whose dissertation required her to become an expert on this topic, has joined us and provides the following remarks as an introduction to this discussion:

 

Tari shows slide #4.

          * * * * * * * * * * * * * * * * * * * *

 Laura Gurak: Using Cyber-texts as Research Data (c) 1994 Laura J. Gurak.  Please do not redistribute or reproduce without written permission from the author.

           * * * * * * * * * * * * * * * * * * * *

Tari shows slide #5.

          * * * * * * * * * * * * * * * * * * * *

For language scholars wishing to study the discourse of CMC, unresolved issues arise about how to handle the 'cyber-texts' produced on computer networks.  Who owns the files and how much of a text can be fairly quoted?  Should one get permission to cite a posting even if the author posted a note to a public computer conference?  What is the correct bibliographic style for citing such postings?

          * * * * * * * * * * * * * * * * * * * *

Tari shows slide #6.

          * * * * * * * * * * * * * * * * * * * *

My dissertation, a study using the texts from five Usenet newsgroups, forced me to deal with these questions.  My study is a rhetorical analysis of the rhetorical communities used computer networks as forums for a protest.  In 1990, Lotus Development Corporation announced the impending release of a new product called MarketPlace: Households.  The product was a database containing direct marketing information on 120 million American consumers.  Many people became concerned with the privacy implications of this product and used the global Internet network to orchestrate a protest against Lotus.  In what was perhaps the first case of a 'protest in cyberspace,' the Lotus case highlights traditional issues such as the importance of delivery and contemporary concerns such as what constitutes an electronic rhetorical community.

Tari shows slide #7.

          * * * * * * * * * * * * * * * * * * * *

After much research, I went on to write a chapter for a forthcoming SUNY Press anthology about the novel methodological issues when using 'cybertexts' as research data.  In this chapter, I identify three areas of concern. I worked closely with lawyers who specialize in intellectual property and computers and with librarians and citation style guide editors.  During the Tuesday night Netoric conversation, I can provide specifications or point people to places where I got information.

Tari shows slide #8.

          * * * * * * * * * * * * * * * * * * * *

LEGAL Copyright and fair use Cascades Licenses/notices Compilation copyright Private versus public forums

ETHICAL Even if it is legal to use real names, is it ethical for me as a researcher?  What expectations do network participants have about privacy and re-use of their texts?

CITATION STYLES What citation styles are adequate and appropriate for both in-text citations and proper bibliographic ve reference when citing network conversations?

 Tari shows slide #9.

          * * * * * * * * * * * * * * * * * * * *

That's Laura's intro; she has also provided a list of suggested readings, which you can view by doing READ READINGS at any time during this discussion.  If you have your own MediaMOO character and would like a copy of the suggested readings sent to your email account, the one through which you registered your MediaMOO character, enter the command MAILME READINGS any time during this discussion.  (The mailme command will not work for guests because the MOO doesn't know your e-mail address--sorry.)

 

            Setting up the conference in this format (using a programmed slide projector to show text slides) was very useful. It gave everyone the main information they needed at once.  This conference (which followed) was more like a brainstorming session than anything near what one would consider a traditional conference.  Its main usefulness lies in the making of professional contacts, and getting ideas from people with widely different views on the subject.

            "Some question the value of the sort of interaction which takes place on MediaMOO.  One user wrote "frankly it strikes me for now as a shmooze place for people with nothing better to do, not a place where more productive things will happen than already happen in other communicative modes."  We do not share that perspective for a variety of reasons.  Is spending time at a conference reception a waste of time?  Most veteran conference goers attest to the fact that the conversation at coffee breaks and receptions is usually more valuable than the sessions attended.  The exchange of ideas and networking that take place on MediaMOO are similarly productive.

        One might question whether these benefits can be obtained with less time commitment through other media-- but this analysis ignores other benefits of MediaMOO.  For Media researchers, coming to understand this medium may be interesting in itself.  There are also personal, emotional benefits that come from participating in meeting places, such as relaxation, friendship, good conversation, and a sense of belonging to a community.  In short, if you enjoy it, then you will reap benefits from it which go beyond that pleasure.  Some people do not enjoy it, and that is certainly a valid point of view.  It is a strength of the medium that the community is self-selected -- everyone who is there wants to be there."(9)

            As an example the 'MediaMOO' project is a stepping stone on a path towards MUD environments for children.  it is the belief of the Media Lab researchers at MIT that "this technology can provide an authentic context for children to learn reading, writing and programming."  and that MUDs are a "Constructionist" playground where programming becomes a means of self expression to a community of peers.

            Developing good MUD objects involves more creative writing than anything else.  "One hypothesis of this research is that divisions between the humanities and the sciences are often too sharply drawn and counter-productive, and a more holistic approach has advantages for many children.  A second hypothesis is that the social and contextual nature of these worlds may help young girls to be more comfortable with computers."

            The programming interface however needs to be simplified for children.  In that regard Amy Bruckman is working on a new MUD called MOOSE for 'MOO Scripted Environment".  It is based on the Logo programming language which has been used for nearly a decade for teaching children.(10)

            In his book "The Great Good Place", Ray Oldenburg states;

"Third places exist on neutral ground and serve to level their guests to a condition of social equality.  Within these places, conversation is the primary activity and the major vehicle for the display and appreciation of human personality and individuality."

            MUD's are the 'third places' of the internet.  Places where people can gather as equals. Where they can learn from peers.  And where 'Real World' teachers often have the most to learn.(11)

            At the conclusion of 'MindStorms', Seymour Papert describes his vision of technological samba school.  In samba schools in Brazil, members of a community gather to prepare a performance for Carnival.  Everyone is learning and teaching -- even the leads need to learn their parts.  People of all ages learn and play together as a community.  Papert believes that computers can create a kind of technological samba school, and those at MIT believe that MUDs may begin to realize that vision.(12)

            Clearly MUD's are useful as a learning environment, and as tools for creative expressionism.

The Social Side of MUD's:

            While MUD's are of great value os educational tools, their prime use is as a means of social interaction.  People spend time on MUD;s to communicate with others.  On Role Playing MUD's the theme is just for fun.  On other MUD's however social interactions can be as complex as they are in real life, even spilling over into it.  People have met on MUDs and have ended up meeting in real life.  Some online couples have even tied the knot in real life.  There are a number of important aspects of social interaction on MUDs that differ from the real world.

            (1) Gender of characters is user selected.  People can be the opposite sex, neutral or even something they've imagined up themselves.  On a MUD called FurryMUCk for example people log on as animals and often congregate in places like the Hot Tub, where they feel each others tails and things.(13) Netsex with a fish is quite the experience when you have someone at the other end typing descriptive prose.  One player described herself as"

            "[Alendia] is a very attractive squirreloid in her later teens.  Her soft red fur clings damply to her body and a few droplets of water trickle from her cutely upturned pink nose.  Her long red hair hangs silkenly down her back and a few damp strands fall in front of her large gentle eyes.  She is completely nude before you.  The fur of her inner thighs is orange and damp, becomming thinner and steamy near the uppermost edge.  Her waist is very narrow and her body curves up towards her firm breasts, making a nearly perfect hourglass shape..."(14)

            FurryMuck has a huge following and is as large as LambdaMOO.  This goes a long way towards explaining the Usenet group alt.sex.bestiality.  One may wonder if virtual sex isn't kind of empty.

            "Quinn, a proponent of good, old fashioned netsex says 'Not at all'...'It's a leap above phone sex.  It's like interactive erotica.  Of course, not everyone is that good.' .. Of course... But it's not physical sex either, it's virtual... 'How do you mean' Quinn asks.  "We share orgasms.  That's physical.  I suppose that it's real as two people on a bed facing each other, masturbating as they recite Anais Nin.'...".(15)

            While such interaction may seem to be all fun and games there have been reports of Net Rape.  The first recorded case of which occurred on LambdaMOO.  A New York University student using the name Mr_Bungle was the perpertrator.

        Using a voodoo doll program he had figured out a way to make it seem as it two well know MOOers, Legba and Starsinger were performing explicit sexual acts.

            This incident caused a crisis on LambdaMOO, namely how to reprimand the player responsible for the attack.  Some suggested that he be @toad(ed), a term used to describe the public pilloring of a character in public on many RPG MUD's.  Others suggested that his character be destroyed.  In the end the Wizards (Chief programmers) at Lambda decided to give the persons E-mail address to the victims.(16)

            A panel at MIT recently discussed the 'Approaches to Managing Deviant Behavior in Virtual Communities', on the panel was Amy BruckmanIOrganizer and panelist), Pavel Curtis(panelist), Cliff Figallo(panelist) and Brenda Laurel (Moderator).

They suggested a number of methods ranging from (a) Techniques to promote individual learning and social conformity, (b) Social solutions, ie:talking with someone who is being obnoxious and wants attention as opposed to programming virtual guns or canceling their accounts.

            Pavel Curtis notes: For behaviour to be deemed 'deviant' it must by definition deviate from some accepted norm.  Who defines the norms in any given society and how are the norms communicated to newcomers?  Hand-in hand with establishing behavioural norms, societies decide how to cope with members or visitors who violate these norms.  He argues that two categories should be distinguished for deviants and separate policies should be drafted to deal with them.(17)

            From these positions it is clear that social deviance on MUD's has no previous example for dealing with it.  In designing rules a number of factors must be weighted.

Social interactions in MUD's have no grounding in anything that societies have experienced before.  Virtual environments are a frontier.  And the rules of traditional social interaction need not apply.

Gender Swapping:

            In text-based virtual reality environments on the Internet called MUDs, it is possible to pretend to be the opposite gender. The way gender structures basic human interaction is often noticed and reflected upon.  It is so fundamental to human interaction that the idea of a genderless person is unthinkable.  On many MUD' s people can and do create gender neutral neutral characters. Wheverer I've met ungendered characters i feel strange because its usual to relate to people differently depending on gender.  Amy Bruckman states:

            " Gender pervades human interaction in such basic ways that its impact is often difficult observe.  Phenomena that are subtle in real life become obvious in MUDs, and are a frequent topic of discussion on Usenet newsgroups about MUDs. For example, men are often surprised at how they are treated when they log on a female character...

Gender is just one example of an aspect of personal identity that people explore on MUDs.  Examples abound.  Jack is a British student studying in America.  He logs on to MUDs in the morning when it is afternoon in Britain and many British players are on. He enjoys confusing them-- he tells them he is an American, but displays detailed knowledge of Britain.  On further questioning, Jack tells me he is trying to decide whether to return to Britian or to continue his studies in America.  What does it mean to be British or American?  Jack is exploring his sense of national identity in virtual reality.  MUDs are and identity workshop. Gender swapping is an extreme example of a fundamental fact: the network is in the process of changing not just how we work, but how we think about ourselves -- and ultimately, who we are."(18)

            Clearly the social interactions which take place inside MUDs are far more complex than initial appearances would suggest. The rules of social interaction which exist in the real world have no claim inside of the bounds of virtual worlds.

 Conclusions:

            Educators are constantly examining new ways of teaching and new methods for learning.  A number of pilot projects suggest that the Internet, and Multi-User learning environments is the wave of the future.  Real time interaction with people from around the world brings true meaning to the term 'Global Village'.  For what can compare to learning about other countries, places, people and ideas then direct from the sources.  For professionals, MUDs are increasingly being using as cost effective means for meeting at any time and at any place.  Virtual conferencing is a utopia in the sense that the audience is potentially the world, and the medium is multilayered.  What can be compared to online forums where people from around the world can share ideas, collaborate, and connect.

            As social places MUDs are beyond the realm of past experience.  Textually you can be or do anything that you've ever dreamed of doing.  There are problems with social deviance, just as there are in the real world but effective solutions do exist to deal with problems.  There appear to be more benefits than detriments..  Those who are confined in one way or another in the real world (for example) have a new means of meeting others, sharing ideas, connecting their minds..  MUDs are the meeting places on the Internet where our minds are free of our bodies, and in many ways are more egalitarian and free than any places that exist in the material world.

 

 

Appendix A: Listing of MUDs

A Short listing of MUDs mentioned in this paper, as well as some other useful ones.

(1)'Cyberion City' - telnet to michael.ai.mit.edu  -- register and connect as 'guest'.

(2)'Diversity U.' - telnet to erau.db.erau.edu 8888 - follow the login prompts.

(3)'LambdaMOO' - telnet to lambda.parc.xerox.com 8888 - login as 'guest'.

(4)'PMCMOO' - telnet to hero.village.virginia.edu 7777 - login as guest

 

 

A listing of MUD's can be found at various ftp sites, or through gopher and WWW services.

            Endnotes:

[1] Bruckman, Amy.  (Programming for Fun: MUDs as a Context for Collaborative Learning.  Unpublished

paper, 1994.  Available via anonymous ftp from media.mit.edu in pub/asb/papers MudContext.  {ps,txt}.) (no page #'s)

[2] ibid. (no page #'s)

[3] Carlstrom, Eva-Lise.  (Better Living Though Language: The Communicative  Implications of a Text-Only Virtual Environment, or, Welcome to LambdaMOO. Unpublished manuscript, 1992 at Grinnell College.  Available via anonymous ftp from parcftp.xerox.com in pub/MOO/papers/ Communicative.txt {txt}.) (no page #'s)

[4] ibid. (no page #'s)

[5] WiReD Magazine.  (The Dragon Ate My Homework. (Kelly, Kevin and Howard  Rheingold), July/August Issue, 1993.) pg 70.

[6] ibid., pg 72.

[7] Bruckman, Amy and M. Resnick. ( Virtual Professional Community: Results from the MediaMOO project.  Presented at the Third International Conference on Cyberspace in Austin, Texas on May 15th, 1993.  Available via anonymous ftp from media.mit.edu in pub/asb/papers/MediaMOO-3cyberconf.{ps.Z,rtf.Z,txt}.) (no page#'s)

[8] ibid. (no page #'s)

[9] Bruckman, Amy.  (Programming for Fun: MUDs as a Context for Collaborative Learning.  Unpublished paper, 1994.  Available via anonymous ftp from media.mit.edu in pub/asb/papers MudContext. {ps,txt}.) pg 1 - 4.

[10] ibid., pg 4 - 6.

[11] Oldenburg, Ray.  (The Great Good Place: Cafe's, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts and how they get you through the day.  New York: Paragon House, 1989.) pg 42.

[12] Papert, Seymour. ( Mindstorms: Children, Computers and Powerful Ideas.  New York: Basic Books, Inc.  1980.) pg 80.

[13] WiReD Magazine.  (Why playing in MUDs is becoming the addiction of the 90's: Johnny Manhattan Meets the FurryMuckers. (Josh Quittner), March Issue, 1994.) pg 92.

[14] ibid., pg 138.

[15] ibid., pg 138.

[16] ibid., pg 138.

[17] Bruckman, Amy.  (Approaches to Managing Deviant Behaviour in Virtual Communities.  (c) Association for Computing Machinery, 1994.  To be presented at CHI '94 in April 1994.) pg 1 -2.

[18] Bruckman, Amy.  (Gender Swapping on the Internet.  Proceedings of INet '93.  Available via anonymous ftp from media.mit.edu in pub/asb/papers/ gender-swapping.  {ps,txt}.) pg 1-2.

 

 

 

                                                Bibliography:

Bruckman, Amy.  Approaches to Managing Deviant Behaviour in Virtual Communities. (c)

Association for Computing Machinery, 1994. To be presented at CHI '94 in April 1994.

Bruckman, Amy.  Gender Swapping on the Internet.  Proceedings of INet '93. Available via

anonymous ftp from media.mit.edu in pub/asb/papers/gender-swapping.{ps,txt}.

Bruckman, Amy.  Identity Workshop: Emergent Social and Psychological Phenomena in Text-

Based Virtual Reality. Unpublished manuscript, 1992.  Available via anonymous ftp from

media.mit.edu in pub/asb/papers/ identity-workshop {ps.Z, rtf.Z}.

Bruckman, Amy.  Programming for Fun: MUDs as a Context for Collaborative Learning. 

Unpublished paper, 1994.  Available via anonymous ftp from media.mit.edu in

pub/asb/papers MudContext. {ps,txt}.

Bruckman, Amy and M. Resnick.  Virtual Professional Community: Results from the MediaMOO

project.  Presented at the Third International Conference on Cyberspace in Austin, Texas

on May 15th, 1993. Available via anonymous ftp from media.mit.edu in

pub/asb/papers/MediaMOO-3cyberconf.{ps.Z,rtf.Z,txt}.

Carlstrom, Eva-Lise.  Better Living Though Language: The Communicative Implications of a Text-

Only Virtual Environment, or, Welcome to LambdaMOO.  Unpublished manuscript, 1992 at

Grinnell College.  Available via anonymous ftp from parcftp.xerox.com in

pub/MOO/papers/Communicative.txt {txt}.

Curtis, Pavel.  MUDding: Social Phenomena in Text-Based Virtual Realities.  Proceedings of DIAC

'92.  Available via anonymous ftp from parcftp.xerox.com,

pub/MOO/papers/DIAC92.{ps,txt}.

Curtis Pavel and D. Nichols.  MUDs Grow Up: Social Virtual Reality in the Real World.  Presented

at the Third International Conference on Cyberspace in Austin, Texas on May 15th, 1993.

Available via anonymous ftp from parcftp.xerox.com in

pub/MOO/papers/MUDsGrowUp.{ps,txt}.

Oldenburg, Ray.  The Great Good Place: Cafe's, Coffee Shops, Community Centers, Beauty

Parlors, General Stores, Bars, Hangouts and how they get you through the day.  New York:

Paragon House, 1989.

Papert, Seymour.  Mindstorms: Children, Computers and Powerful Ideas.  New York: Basic Books,

Inc.  1980.

Quarterman, John, S.  The Matrix: Computer Networks and Conferencing Systems Worldwide. 

Texas: DiGiTaL Press, 1990.

Rheingold, Howard.  Tools for Thought: The People and Ideas behind the Next Computer

Revolution.  New York: Simon & Schuster, 1985.

Solomon, Cynthia.  Computer Environments for Children: A Reflection on Theories of Learning

and Education.  Cambridge, MA: The MIT Press, 1986.

WiReD Magazine.  The Dragon Ate My Homework. (Kelly, Kevin and Howard  Rheingold),

July/August Issue, 1993.

WiReD Magazine.  Why playing in MUDs is becoming the addiction of the 90's: Johnny Manhattan

Meets the FurryMuckers. (Josh Quittner), March Issue, 1994.

 

================================================ Jay Weston         

jweston@carleton.ca Carleton U           aa002@freenet.carleton.ca