Type of site | News |
---|---|
Available in | English |
Owner | Peter Ludlow (Urizenus Sklar) |
Editor | Mark P. McCahill (Pixeleen Mistral) |
URL | alphavilleherald.com |
Launched | October 23, 2003 |
Current status | Online |
The Alphaville Herald is an online newspaper covering virtual worlds, founded by the American philosopher Peter Ludlow in 2003. [1]
The Alphaville Herald was established by the American philosopher Peter Ludlow, known by his pseudonym Urizenus Sklar, on October 23, 2003. Ludlow, who was formerly the John Evans Professor in Moral and Intellectual Philosophy at Northwestern University, is a student of Noam Chomsky and is well known for his work on the interface of linguistics and philosophy, but also for his research on conceptual issues in cyberspace and his more recent writings on hacktivist culture. According to scholars Constantinescu and Decu, The Alphaville Herald was the first "virtual free press," pioneering mass communication in virtual worlds. [2]
It was originally a newspaper for the Alphaville virtual city of The Sims Online, where Ludlow used the avatar Urizenus Sklar. Its stories uncovered in-game scams and cyber-prostitution, [3] and highlighted Electronic Arts' indifference to the negative consequences of their game and the problems of virtual democracy. [4] EA terminated Ludlow's account, which made international headlines, [5] [6] and the newspaper migrated to another virtual world, Second Life, in June 2004. The newspaper was known as The Second Life Herald from 2004 to 2009, when it returned to its original title.
Ludlow eventually appointed Mark Wallace as Managing Editor, and they published a book on the newspaper's history on MIT Press in 2007. Wallace left the newspaper when he was employed by Linden Lab, and the Internet persona Pixeleen Mistral became the new Managing Editor. In 2010, Pixeleen Mistral was revealed by Ludlow to be the Internet pioneer Mark P. McCahill, widely known as the principal inventor of the Gopher protocol, the effective predecessor of the World Wide Web, and who also co-invented a number of other Internet technologies and coined the phrase "surfing the Internet." [7] Various people have written for the publication, including Catherine A. Fitzpatrick.
Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.
Reality is the sum or aggregate of all that is real or existent within the universe, as opposed to that which is only imaginary, nonexistent or nonactual. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, reality is the totality of a system, known and unknown.
A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.
The Sims Online was a 2002 massively multiplayer online game (MMO) developed by Maxis and published by Electronic Arts (EA) for Microsoft Windows. The game was a subscription-based online multiplayer version of the 2000 Maxis game The Sims, in which players could interact with others on virtual user-made lots, buy and customise properties, and make in-game money by taking on jobs. The Sims Online was the project of Maxis founder and Sims creator Will Wright, who sought to create an open-ended online game based on social interaction, with ambitions for the game to be a platform for emergent gameplay and the creation of virtual societies and politics. In line with these ambitions and the prior commercial success of The Sims, The Sims Online received considerable pre-release coverage, with expectations that it would be successful and break new ground for online multiplayer games.
Second Life is an online multimedia computing platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco–based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective."
The American Philosophical Association (APA) is the main professional organization for philosophers in the United States. Founded in 1900, its mission is to promote the exchange of ideas among philosophers, to encourage creative and scholarly activity in philosophy, to facilitate the professional work and teaching of philosophers, and to represent philosophy as a discipline. The APA's governance has included Robert Audi, Jaegwon Kim and Ruth Barcan Marcus.
Judith Stefania Donath is a fellow at Harvard's Berkman Center, and the founder of the Sociable Media Group at the MIT Media Lab. She has written papers on various aspects of the Internet and its social impact, such as Internet society and community, interfaces, virtual identity issues, and other forms of collaboration that have become manifest with the advent of connected computing.
"A Rape in Cyberspace, or How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society" is an article written by freelance journalist Julian Dibbell and first published in The Village Voice in 1993. The article was later included in Dibbell's book My Tiny Life on his LambdaMOO experiences.
Virtual crime, can be described as a criminal act conducted in a virtual world -- usually massively multiplayer online role-playing games, MMORPGs. To grasp the definition of virtual crime, the modern interpretation of the term "virtual" must be assessed to portray the implications of virtual crime. In this sense, virtual crime describes those online acts that “evoke the effects of real crime” but are not widely considered to be prosecutable acts.
Peter Ludlow, who also writes under the pseudonyms Urizenus Sklar and EJ Spode, is an American philosopher. He is noted for interdisciplinary work on the interface of linguistics and philosophy—in particular on the philosophical foundations of Noam Chomsky's theory of generative linguistics and on the foundations of the theory of meaning in linguistic semantics. He has worked on the application of analytic philosophy of language to topics in epistemology, metaphysics, and logic, among other areas.
A MOO is a text-based online virtual reality system to which multiple users (players) are connected at the same time.
Mark Perry McCahill is an American computer scientist and Internet pioneer. He has developed and popularized a number of Internet technologies since the late 1980s, including the Gopher protocol, Uniform Resource Locators (URLs), and POPmail.
Chip Morningstar is an American software architect, mainly for online entertainment and communication.
Infosphere is a metaphysical realm of information, data, knowledge, and communication, populated by informational entities called inforgs. Infosphere is portmanteau of information and -sphere.
Alan Sondheim is a poet, critic, musician, artist, and theorist of cyberspace from the United States.
Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software. Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.
The Patriotic Nigras were a group of griefers in the online world of Second Life.
Peter Dain Suber is an American philosopher specializing in the philosophy of law and open access to knowledge. He is a Senior Researcher at the Berkman Klein Center for Internet & Society, Director of the Harvard Office for Scholarly Communication, and Director of the Harvard Open Access Project (HOAP). Suber is known as a leading voice in the open access movement, and as the creator of the game Nomic.
Carmen Hermosillo, A.K.A. humdog, was a community manager/research analyst, essayist, and poet. A contributor to 2GQ, FringeWare Review, wired, and Leonardo, Peter Ludlow's High Noon on the Electronic Frontier, and How to Mutate and Take Over the World, she was a participant in many online communities including early chat rooms and internet forums such as The WELL, BBSs, and later activities such as Second Life.
The digital sublime is the mythologization of the impact of computers and cyberspace on human experiences of time, space and power. It is also known as cyber sublime or algorithmic sublime. It is a philosophical conception of emotions that captivate the collective conscience with the emergence of these new technologies and the promises and predictions that emerge from them. These emotions are the awe, the astonishment, the rationality-subsuming glory, and the generally intense spiritual experience.