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October 2003 | Main Page | December 2003
Empirical Framework of User Motivations
Having an empirical framework of what motivates people to play MMORPGs provides the foundation to differentiate players from one another, as well as to explore how these differences shape in-game behaviors, how these groups of players interact with each other, and how the design of an environment impacts its appeal to different players.
Richard Bartle postulated a framework of 4 types, and I've tested the model empirically by running a factor analysis on a battery of "motivation items", but I've never been happy with those results. I reanalyzed the data recently after understanding factor analysis techniques more, and realized I should have been using oblique rotations instead of orthogonal rotations. But then I also fiddled with using a principal components analysis versus a factor analysis (MLA).
The PCA/oblique analysis revealed 6 elegant components that were very interpretable:
1) Relationship: Make Friends / Offer and Give Support
2) Grief: Scam / Taunt / Annoy / Dominate
3) Immersion: Story-Telling / Role-Play
4) Escapism: Escape / Vent / Forget RL Problems
5) Achievement: Achieve / Accumulate Power
6) Analyze: Rules / Mechanics / Mapping
The problem is that the "Analyze" component doesn't show up in the EFA/oblique (the other 5 do + a Leadership factor) suggesting that the "Analyze" component is explained by the remaining 5 factors, and doesn't contribute to explaining the correlations between the "motivation items" even though one could create an "Analyze" component and measure it reliably. So there is and isn't an "Explorer" type depending on how you want to look at it.
One interesting finding was that the "Relationship" component explains a difference of 10 hours (bottom of page) between players who scored in the top versus the bottom quintile of the component. The "Escapism" factor came next, explaining 7 hours. So, the "drive to achieve" doesn't appear to be a primary differentiator between low and heavy use players. Now, they may be hanging around but they're not the "power" gamers, just that they spend a lot of time in the world. The other elegant thing about this framework is that it applies well even to more social MMO environments like There.com.
Thoughts? Comments? Other potential motivators to test?
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Sims Shadow Government
So, I'm going back on my promise not to post anymore on politics this week. This is too choice to ignore. Peter Ludlow et al's fabulously fabulous Alphaville Herald has just posted an interview with SnowWhite, the head of the Sims Shadow Government. It absolutely boggles the mind. I won't say anything about it here. Res ipsa loquitur (or, as we lawyers say, "The thing speaks for itself.")
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First Sign of an MMOG Downturn?
Rubies of Eventide, a respectable fantasy role-playing title, will cease operations by the end of the year (thanks Warcry). Launched in June, the world was down to about 800 users at last count.
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700,000 Thais Play Ragnarok Online, Despite Curfew
From BBC News via Slashdot: Ragnarok Online, the Asian sensation, now has three-quarter million users in Thailand alone. The government's crackdown on adolescent gaming after 10pm does not seem to be affecting user numbers - more evidence that virtual worlds are the playpens of grownups, not kids.
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Power To The People
Ok, I promise, this will be my last post this week on politics in-world:
Andrew Phelps, over at Corante's Got Game reports on the killing in Everquest of Kerafyrm, also known as The Sleeper. This supposedly unkillable beast was defeated by in a battle that "...lasted approximatively 3 hours and about 170-180 players from Rallos Zek's top 3 guilds were involved." The Sleeper was designed to be practically unkillable, with a mind-boggling hundred billion hitpoints.
Ok, so now tell me that political direct action (and concerted-and-centrally controlled user response from within guilds) is not a powerful, undesigned feature of these games.
What to make of this I have only the vaguest idea. But never let it be said that the people don't have power over the gods. They just need to be given the appropriate challenge.
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Fascism Is Fun
In all of the debates around governance and virtual worlds, there has been this assumption that what we were working towards, what inevitably must happen, is some ideal form of egalitarian pluralism. Democracy, but better.
What if that's all wrong? I realize this is heresy, but here's the thing: We've bent over backwards to provide the players with the tools for creating democratic structures. Yet what have we seen them actually create? Oligarchies, plutocracies, cults of personality, tribes, cartels, militaristic feudalism, just about everything but democracy.
When I posed this question at State of Play's "Society and Games" panel, one member of the panel was obviously non-plussed. Having just pitched the concept of a pure social game, where the players would create the rules and be truly free, she was asked "What if the players choose to implement a fascist state?" Her response was that she would not allow it, thereby illustrating the "finger on the power button" principle in its starkest form. Even the egalitarians cannot put down the reins of power.
But I'll pose it again: What if democracy, although apparently a workable way to keep the state from trampling on the rights of individuals, is just a historical accident, a way of marketing the power of the state that makes it easier for the governed to accept their powerlessness? What if studying the societies of MMOG's proves this? What if the ideal state really is the platonic benevolent dictatorship?
Hitler was a madman, but there was a reason that the German people followed him: He provided a strong arm, surely steering the ship of state. Mussolini was not mad, and until he failed them by losing, the Italians loved him. He made the trains run on time, he forged order out of chaos, he made them strong among nations for the first time since the Roman Empire.
Perhaps there are better ways to make a state responsive to the needs of the governed than democracy. It's certainly a highly inefficient form of government, and only rich societies seem to be able to afford more than the thinnest veneer of democratic forms to hide their real power dynamics. Perhaps our idealogical blinders are preventing us from seeing the glaringly obvious: Power is its own justification, Might Makes Right, and people just want to be on the side of the winners.
Even in this era, we have examples of enlightened, benevolent dictators. Marshal Tito kept the Balkans peaceful for the entirety of his life while playing the superpowers off against each other. Singapore has as complete a despot as can be found, yet the people are healthy, happy, and for the most part wealthier than most of their democratic neighbours. And in online games, maybe Fascism is Fun.
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Class action lawsuits?
Here's a question for the lawyers out there… *
In the olde days, customer service in virtual worlds was performed by volunteers. In return for a free account, you had super powers in the virtual world which you used to sort out complaints from your fellow players. This is how it was for many years, and things seemed to work.
Then, in 2000, as a result of a successful class action lawsuit brought against AOL by its unpaid volunteer moderators, things changed. A bunch of Ultima Online players were inspired to bring an action against Electronic Arts, claiming that they too should be paid at least the minimum wage for their time spent servicing customers. This contemporary article describes the then state of affairs.
As a result of this lawsuit, virtual worlds stopped their volunteer programmes almost overnight. Nowadays, customer service staff are paid for their time (not that this stops them from burning out and leaving after 2 years).
So, the question: how come virtual worlds in beta test with 20,000 or more volunteers performing directed, unpaid work (often to schedules) can't also claim minimum wages under the Fair Labor Standards Act?
* I am not asking your professional opinion, so don't send me a bill if you answer – you're "volunteering" it.
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Reminder - EQ Researchers Meet Today
Just a quick reminder that the in-game EQ researchers meeting is today, Saturday Nov 22, at 3pm U.S. EST/9pm Central European. The meeting will take place on the Bristlebane server in the Butcherblock Mountains right outside the city of Kaladim. In EQ tradition everyone is encouraged to start a lvl 1 dwarf and we will then meet up for drunken races and fireworks shooting (whadacombo!) ;) Look forward to seeing folks there!
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Terra Nova Welcomes Celia Pearce
With her extensive experience in immersive experiential design (see her Interactive Book), Celia brings a perspective that views virtual worlds as worlds first, games second. She occupies key positions at Game Studies, the dominant peer-reviewed journal in this area; the Digital Games Research Association; and IGDA. Currently, Celia heads up the arts layer of CalIT2, the University of California System's primary intiative in information technology research, and she also has a leadership role in UCI's forward-looking Game Culture and Technology Lab. Putting all these hats together, she's been involved in deploying the Game Research Grid, a massively multi-user online grid-based game system; look for the opening on December 16 at UCI. She will be posting as soon as all of these activities leave her a little time - around December 2008 or so. Celia, weclome!
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Democracy, Shmemocracy
At the risk of picking up on something which has already been addressed elsewhere, I want to spitball about the concept of democracy in virtual worlds.
Yes, yes, we all know the arguments: users want democracy but can't be trusted to exercise it; democracy is not fun and so doesn't belong in a game; it's the developer's world, and they spend a lot of money to build it, and if users don't like the absence of democratic involvement well, they can take a hike. Of these, the only one that I ever bought was the idea that it was the developers' world and they could set the rules.
In another life I wanted to be an architect, and these days I still spend too much time reading about urban planning and the like. And I keep getting echoes of the same sorts of issues there as I see in VWs and politics. So take as one high-profile example, the discussion about the buildings and the memorial at the WTC site. Now, Larry Silberstein has the right to rebuild the buildings, and as long as he complies with zoning requirements, no-one can tell him what to build or what it should look like or how many million square feet of leasing space it should have. So why do millions of people (New Yorkers generally, relatives of victims, firefighters everywhere, etc) think they should have the right to be involved in the decision? Because they feel like they are affected in some meaningful way by the decision, and so should have a say. It doesn't matter that they won't be putting up a single penny of their money to build the new buildings, they still feel "democratically" tied to the outcome.
Why is then that, when the initial Silberstein-approved plans met with such disapproval, that Leaping Larry S and Governors Pataki and McGreevy agreed that it would be a good idea to establish a competition, and allow for participation from New Yorkers, relatives of victims, etc? The short answer is that it was good politics. Larry S can tell everyone to go to hell, but in the end it becomes a difficult political football if he doesn't provide for the processes of consultation and involvement, even if in the end he pretty much ignores it.
Now, to me, involvement in decisions in virtual worlds feel a lot like the processes involved in urban planning. Many ordinary Joes and Jills (users) feel they should have a right to be consulted in decisions that affect them, even as property developers (game developers) chafe at the idea of other people telling them what to do with their building (world/game).
In offering this observation, let me say two things. First, I think that it demonstrates a fundamental decision of mine to buy the "this is a world" concept. A number of really smart people--Greg Costikyan, Eric Zimmerman, Raph Koster, maybe even Ted Castronova--keep insisting that these are games in some meaningful sense, not worlds, and that this is the secret to understanding why concepts of political philosophy (or law) just don't apply here. Thing is, I just don't buy that. I don't want to try to defend why here, but I will another time. But it's important to understand this point, because one simple way of arguing against this is just that this stuff doesn't matter, or is reliant on some quasi-philosophical conception of games as separate from moral decisions in other contexts. This is, as they used to say in my moral philosophy classes, bollocks. But let me leave that argument for another day.
Second, I'm not trying to defend a normative claim here that "we MUST introduce democracy to MMORPGs". I'm just making a descriptive claim that people tend to have expectations of political involvement in a number of arenas outside the usual "Pull lever #214 to vote for Schwarzenegger." And games designers can continue to ignore this as long as they like, and it will continue to be a cap on their long-term success. It may be that politics is too messy to code well, but I doubt it. And I suspect that the key to the next paradigm-breaking VW is politics and community, and not user-created-content (as I kept hearing all the time at the State of Play conference)
(Hmm, my self-imposed "Keep Posts Short" rule just got busted wide open)
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New Rules For Prospective Authors
If you are interested in authoring here, please seek professional counseling. If that doesn't help, read the 'About Terra Nova' page for our policy regarding invitations.
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Chinese Gamer Sues for Lost Items
China Daily News, via Slashdot: SHUILIU0011 stole Li Hongchen's weapons. He wants them back, plus $1200. Zhang Qingsong, partner with Beijing Puhua Law Firm, has evidently not read Hunter/Lastowka and argues that the items are not property. However, Wang Zongyu, associate professor at Renmin University of China, has attained enlightenment on this question. We wait breathlessly for the judge's opinion.
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Virtual World Currency Exchange Launches; Use Gold Pieces to Buy Simoleons
Brought to you by Gaming Open Market, the exchange plans to cover Ultima, Sims Online, There, EverQuest, Camelot, Star Wars Galaxies - together over a million users - and of course the US dollar.
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State of Play Generally
Ren Reynolds asked us to start a thread on the State of Play conference, for general comments and observations, ideas and thoughts. So here it is.
Of course, there are already active threads on property issues, the Second Life announcement (aka property issues) and politics and governance stemming from the conference, if people prefer to comment there.
Update: (from Greg L.)
Wanted to point out that Greg Costikyan has a great and long post over at GDAC (no permalink available) which sort of recaps what I thought was one of the most interesting unresolved debates to emerge at the State of Play -- should law and society treat VWs as games or as something else? (And also be sure to see the responses from Raph K, Stewart B, and Phil R, clarifying their positions in the comments field.)
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The State of Play: Warriors Revolt
The State of Play Conference was too rich with new concepts and directions to be usefully summarized in a blog. One thread that caught my mind's eye, though: users of virtual worlds and the owners seem destined to a long and bitter struggle for control. Tellingly, we return from the conference to news that the Warriors of EverQuest are on the verge of open rebellion.
More on that below. First, the conference. Energized. I was shocked both at the number of people and the fact that there were many standing in back of the room through entire panels. I've never been at a conference where the subject matter was discussed continuously from 7AM until midnight every day. And one thing we all agreed on: virtual worlds matter. It was not necessary to haul out the arguments for significance that most of us have been using over and over and over: "Virtual worlds are growing in importance and people spend their whole lives there and it's richer than Bulgaria and avatars are better than bodies for some purposes and and and yada yada yada." How nice to be able to spend our time actually talking about the subject.
At one point the discussion began to focus on raw political questions. If the users don't like the owners, and vice versa, what happens? The old-school answer, from the days of MUDs, is pretty simple: Press the 'Off' switch. However, we heard from several of the lawyers (Jack Balkin in particular) that if the assets in the world were big enough to matter (as we all believe they will be, someday), a bankruptcy court might seize the servers and press the 'On' switch. At that point the question arises: who is going to run the world then? The court? The users?
Imagine the following power transition: Conflict between owners and users gets ugly. User protests make such a mess of the world that the owners no longer find it profitable. They turn the world off. Courts or legislatures turn it back on again and hand it to the users. Or instead: owners, anticipating the final node of the decision tree, respond to user protests by giving them what they want.
Far-fetched? Well, it seems that quality of life and fairness issues involving EverQuest's Warrior profession have driven the Warriors to the brink of mass protest. Players with warrior characters will log in at fixed times, in large numbers, and spam all major chat channels in the world with canned statements of grievances. It would be, to say the least, incredibly annoying and disruptive to other users.
The protest was announced on November 7 and originally scheduled for Tuesday, November 18. On November 14, Alan VanCouvering, EQ's Community Manager, announced in an interview a major overhaul of melee combat systems (read: warrior issues). The overhaul will be described in detail on November 24. After polling their constituents, the warrior leaders have now postponed the protest until December 2. Whether it happens will depend on the policy announcement on the 24th.
This looks like Autumn 1989 in a glass bottle. Evidently, the State of Play is itself in play.
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User-created content
In case it slipped under the radar this weekend, there is an article by Dave Kosak over at GameSpy which uses the recent Second Life announcement as a jumping off point in a discussion about user-created content and the future of MMOGs in general. The majority of it is made up of quotes on different angles of the subject but it's pretty interesting and has some good tidbits from folks like Wright, Mulligan, (our own) Rickey, etc. The article is part of a longer series on MMOGs. Also (courtesy of the link at /.) an article on TSO (may be old news to some but I'd not seen it yet).
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Some Level Up thoughts
I've finally caught up a bit from my trip to Utrecht and figure now is a good time to sneak in a conference report while most of the group is in New York for the State of Play conference (which I really look forward to hearing about). As has been mentioned a few places the conference was great and it was terrific to meet up with so many interesting researchers. The keynotes and papers were good, though I admit wanting to see a bit more diversity in what is framed as the major questions of the field. I've been thinking about the imagined user who haunts the central approaches. I confess this is more an impression than a fully researched argument but I often feel that some of the meta-debates leave the terrain of the actual user, and actual practice, a bit undetailed and without context. There is structure, there are rules, there are stories, there are texts... and real players, culture, industry, etc. seem to inhabit a kind of unarticulated hidden space. Might it be that there is a third set of meta-concerns, approaches, methodologies so far a bit absent - not in practice but in terms of foregrounding - that can inform the field more actively? The common points of departure, "game" and "story", which have structured much of the concerns thus far could be broadened out to include the player (and culture), meaningfully described/analyzed/theorized. Just to be clear, this is in no way meant as a slight of what we have so far, but maybe it's time for things like sociology, economics, anthropology, psychology, law, history, etc to emerge more strongly. I suppose, of course, I'm preaching to the choir a bit by writing this here. It's been great to see work in those fields turns up at recent conferences and journals and I look forward to when we begin to see these approaches shape some of the meta-debates in game studies. I briefly ran my thoughts by Espen (sharing an office is handy that way) and he didn't disagree, even suggesting (with a kind of playful seriousness) that what is needed is a "second paradigm conflict." Heh, I'm not sure that I'd go that far but it's an interesting issue. Is game studies at a place (or should it be) where central theoretical/methodological frameworks can be fruitfully added to by the social/human sciences? How can, and does, the work of those of us in these fields effect some of the theoretical debates we have been encountering thus far? How are concepts, approaches, frameworks that often dominate the field challenged/supported/extended by the inclusion of this type of work? And just as importantly, what is lost or goes missing when we don't foreground work in the social/human sciences? He of course pointed out that the burden for such a thing rests with those of us doing work in the area and I certainly agree. I wonder too though how such an endeavor can be supported structurally. I think we are seeing good inclusions in the Game Studies journal for example, and tracks at various conferences where such work is presented. It will be interesting to see if there is some way the dichotomization of the theoretical terrain can be unsettled a little.
To this end I will just mention some work at the conference I found particularly interesting. A group of researchers from Taiwan - Holin Lin, Chuen-Tsai Sun, Honghong Tinn, Chheng-Hong Ho - presented several papers on the social context of games including Lineage and Ragnarok Online. Sun/Lin/Ho's paper "Game Tips as a Gift" was particularly interesting in that it explored console gamers widespread use of strategy guides/walk-thrus and located their production and circulation in various social networks. We have examples of the way playing MMOGs is a fundamentally social activity but I think it's quite interesting to situate console gaming in a similar context. I wonder, does anyone actually game alone? And are the boundaries of cheating quite messy when we start seeing the widespread use (across genres and platforms) of things like hints, tips, walk-thrus, guides, etc.? I've begun to think that defining "game space" too narrowly misses the ways gaming is only possible because of these larger contexts. It certainly seems the case that a good number of games and genres are only playable, or are the most enjoyable, when all kinds of "extra-game" practices and knowledge get used. In this regard, the panel on participatory culture with Andrew Mactavish, Sue Morris, and Cindy Poremba, was very good. The presenters focused not on MMOGs but on FPS's, The Sims, and modding culture. Each detailed out fascinating ways players are involved in what Sue calls "co-creative" media - where playing the game fundamentally rests on a mix of player/company technologies and practices. Mactavish presented some great points not only about the ways the modding community is supported through tools, but simultaneously kept in check through them (and EULAs) as well. Without watering down important differences, I came away from Level Up thinking that a lot of what we've been talking about in relation to MMOGs is happening in variations amongst the FPS and console community as well and that they all stand as important examples for making sure we include actual players/cultures as part of the theoretical foundations the field gets built on.
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Second Life Announcement
We're here at the State of Play Conference and I'm blogging live (so excuse the absence of html).
Philip Rosedale, the main guy at Linden Labs, just announced that Second Life today has changed its Terms of Use to allow users to retain real world property rights in the virtual world products they produce. This is really really encouraging and really really important.
More later. Gotta prep for my paper...
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Don't Fear the Tax Man
Recently, in the thread that would not die, our esteemed colleague Ted Castronova raised the ominous possibility that real-world governments may soon be levying taxes on virtual-world transactions. In response it was noted that at least one highly profitable merchant of the virtual is already paying taxes on the dollars people pay him for his wares, but it seems what Ted was referring to was something more unsettling: the prospect that the IRS may decide to tax even in-game transactions -- where not a penny changes hands -- as a form of barter.
This sounds nutty, but it's definitely within the realm of possibility. Take a close look at the IRS rules on barter, as I did a few months back, and you'll see that once the fair market value of virtual items is acknowledged, there's really no form of in-game trade that can't, in theory, be taxed.
Having made that argument, however, I'd like to suggest that everyone now take a few deep breaths and repeat after me: In practice it's not going to happen.
Call it wishful thinking if you like, but give the tax system some credit. There are reasons barter is taxable, and among them is the risk that, if it weren't, significant portions of the economy might go underground, into an untaxable black hole of dollar-free wealth production. Now ask yourself: How much do virtual economies contribute to this risk of runaway revenue loss? Not a lot. Virtual economies can and do grow, but there's a limit to how much they can cannibalize the rest of the economy, and that limit is this: Until the day Domino's starts accepting EQ platinum for pizza deliveries, no one can actually live inside a virtual economy. Even then, pizza-for-plat will be as obviously and easily taxable transaction as dollars-for-plat already is -- and that should be enough to satisfy the IRS.
Not that the IRS is ever satisfied, of course. Wherever wealth is created, government likes to have its cut, and it could well decide that the $100 million or so in in-game transactions going on annually (at a very rough guess) is not beneath its dignity to pursue. I suspect, though, that it wouldn't take long for the government to reconsider.
Remember, after all, what happened on the eve of baseball slugger Mark McGwire's record-breaking home run 5 years ago: An IRS spokesperson, noting that the record-breaking ball would instantly be worth at least a million dollars, told the New York Times that whoever caught the ball and did the right thing (return it to McGwire) would instantly be subject to a gift tax of hundreds of thousands of dollars, at least according to the letter of U.S. tax law. The White House press secretary promptly declared this judgment "the dumbest thing I've ever heard" -- and the IRS duly issued a statement absolving the prospective ball catcher of any such liability.
The tax man doesn't much mind looking cruel and ham-fisted, apparently; but he hates to look ridiculous.
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"I challenge thee to a duel"
The State of Play Conference is coming up shortly, and I've been reviewing some of the draft papers. Ethan Katsh's paper on dispute resolution is interesting, because he connects his research on eBay's dispute resolution mechanisms to the virtual property issue.
eBay has a semi-automated dispute resolution mechanism which is provided by SquareTrade. It handles literally thousands of eBay disputes per day, and some of these, according to Ethan K, involve assets from the virtual world. Julian, of course, had little help from eBay when he was defrauded in-world, because of their clearly stated indifference to virtual assets for fraud claims. But eBay's dispute resolution system provides some advantages: (1) it's quick and cheap, (2) it is tied to real world reputation and is relatively robust at attempts to game, and (3) it's backed up by the might of an important player in the online space.
Of course, it's not the only way to resolve disputes. You can have sabers at dawn, or matched duelling pistols with seconds, if you want. But is that what we want? How should we resolve disputes and conflict that occurs in-world? Ethan's paper presents a number of models, but there must be others.
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Patent nonsense
Enthusiastic wannabe developers of virtual worlds who are currently putting together their business plan might be surprised to discover that there's a 1986 patent that covers video game networks. Which ones? Well, pretty well all of them - except those created prior to the patent's application date of September 1981, of course, which are neatly excised from the equation.
This patent really is as wide-ranging as it sounds. Its mid-80s language is no handicap: it was successfully employed against Nintendo for networked Game Boys despite describing itself in terms of coin-ops. It's also been applied to virtual worlds.
OK, perhaps it would be more precise to say a virtual world, given that I only know of one instance where a virtual world company has gone public over it. This was Electronic Arts in defence of Ultima Online. Despite acting as an expert witness for EA, I was never told how the case ended. According to a brief summary buried deep in the lawyers' web site, however it transpires that the case was "resolved through settlement".
I mention this not because I'm wondering how many virtual world companies are quietly paying licence fees to stop themselves being taken to court (although I do wonder that). Rather, it's because of late I've seen an increasing trend for new virtual world developers to stress their "patent pending" technology in an effort to raise the financing necessary to write and operate the fruits of their labour. By the time these patents are granted, other people will be using the same ideas (arrived at independently) and may suddenly find themselves facing a stiff licence fee or being forced to stop using the technology altogether.
Better jump on that bandwagon before it runs you over.
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The Mechanics of Trust
Trust is an important element in the strength of the social fabric – it defines and is defined by how individuals choose to interact with each other and the quality of the relationships that form. One could imagine manipulating trust in a world by manipulating the mechanics of the world. For example, the cost of death is probably correlated to the level of trust in a world. This is because the more expensive dying is (in terms of gold or xp), the more you need to place your trust in other players, and the stronger are the bonds that form.
But what about manipulating trust on the interaction level instead of the mechanics level? "Transformed Social Interaction" is an emerging concept in VR research that recognizes that we do not have to be constrained by the physical constraints of interaction in a virtual reality precisely because everyone sees their own version of reality. So we could implement non-zero-sum gaze very easily (where avatar A maintains eye contact with avatars B, C and D all at the same time). And we know from the psych literature that eye contact enhances learning, persuasion and attraction. So what if we tweaked eye contact in groups to be non-zero sum for 50% of the times when someone speaks? Could we enhance the overall trust in a world?
We could even do some pretty simple textual implementations. Imagine a simple algorithm that looks for the words "thank you" or "thanks" in a message and just tags on phrases like "I really appreciate it", or "This means a lot to me." Trust in physical societies or companies are bound by the local culture and tradition, but in virtual worlds we can manipulate not only the mechanics of the world but also the rules of the interactions themselves. In an MMORPG where you care about the quality of the relationships that form (since a lot of people are playing for the interaction and not the content), maybe what's important is understanding and manipulating how trust forms.
I would be interested to hear other people's ideas on how one could manipulate the formation of trust in a virtual world.
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Online, A First Kiss
A diary of intimate social interaction in There. In There, avatars can do what our bodies would do in these moments, at least to some extent. Predictably, what entices some, annoys others.
Still, no other world has traveled so far along this road. We all know what the final destination is.
From first-person shooters, we learned that the addition of graphically mediated physical interaction to violent combat situations greatly intensifies the user's experience of fighting. Now we see that virtual touching of a different kind has similar effects, indeed, apparently intense enough to redirect social interaction and change the nature of the society along the way.
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The Coming MMORPG Crash, Or Not
GameSpy gives a brief review of 16 (16!) major new virtual worlds scheduled for release in the next 12 months or so. This adds to a market already loaded with big-hit recent releases Sims Online (currently re-vamping itself impressively) and Star Wars: Galaxies (clearly a high-quality offering). Meanwhile, new social worlds like Second Life and There crowd their way forward, old veterans Ultima Online and EverQuest hold on to their users, and Asian games continue to expand rapidly.
Is the growth rate of user interest fast enough to make all of these games winners? No! User interest can't possibly grow that fast. It would defy economic reason. Surely a crash looms.
Of course, if user demand doesn't rise quickly enough, we know that this crash won't be like other crashes. Worlds won't shut down. Once the development costs are sunk, it doesn't take many subscribers to keep the lights on.
Rather, the main effects would be:
1. Media coverage: Right now this medium enjoys a great deal of positive whuffie, but it won't if several major releases tank. Expect many negative stories and commentary over the next two or three years.
2. The pipeline would dry up. The main real effect of a crash will be to close off new development deals. Don't expect major new worlds in 2006 or 2007.
Here's the contrarian view: I thought the crash would be here already, in Q4 2003, and that SW:G and TSO would have been the end of UO, and that World War II Online and Earth and Beyond would have been long gone. Nope. They're all chugging along nicely; just today I saw WWII Online on local store shelves in healthy numbers. In other words, this market continues to amaze. It already defies economic reason. Maybe it will eat all of this supply glut and continue to burn onwards. That's what needs to happen to sustain exponential growth. And it just might do that.
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Terra Nova Welcomes Richard Bartle
Dr. Bartle's credits include inventing the things we're are talking about, and ... and ... hmmm. That's enough said, isn't it? But as it happens, he's also the source of the explorer-achiever-socializer-killer taxonomy of MUD players, and has written the new and authoritative textbook on Designing Virtual Worlds. Dr. Bartle - he's been going by 'Richard' around here - has a time perspective that is unmatched in the industry, and we are happy he's agreed to lend that perspective here. Welcome!
Comments (6)
Addicted to Games? Let Oprah Help
Yes, you can be a poster child for yet another lost generation. Here's the casting call. Me, I'm holding out for Dr. Phil.
Comments (7)
Media and VWs
I'm not quite sure what to make of this, except I love it.
Sitting Duck Radio has a vision:
"The vision that we have for the DUCK is for it to become your online gaming radio station. No matter what game you are playing online, we want you to turn to the DUCK for your radio listening pleasure."
I love this in many, many ways. First, is the simple fact that this kind of specialized media is possible at all. Thank god for the net. But for the purposes of this blog, I love that these sorts of developments bespeak the emergence of social lives in virtual worlds that are important enough to the participants to warrant their own radio station! So, not only do we have the textual news reports of Alphaville Herald and Hamlet Linden, now we have virtual world radio. If we work very hard, perhaps we can be like Korea and get TV devoted to it.
Comments (6)
Social Histories
After noting Ted's post on The Alpahville Herald, I had a look at their mission statement. Very interesting, especially (at least for me) inasmuch as they're doing something very different from us here: they're documenting the social history of one world and indeed one shard of that world. In years to come social historians, theorists, statisticians, economists, etc etc etc will all give thanks for resources such as these: deeply embedded accounts of what actually happens in-world. As Ted has noted elsewhere, it's really really hard to do research in these worlds, because they're so opaque to non-participant inveestigation.
Which leads me to ask whether there are other local histories or social accounts of various worlds. Where does one go to find out, for example, about the economic system of AC2, the social stratification of AO, the politics of There? My off-the-top-of-the-head list would include accounts of lambdamoo (and not forgetting Julian), EQ (though there are a number in this category), UO, Second Life, and now TSO. And there are the various gameboards like IGN or Stratics that are helpful but involve a lot of wading (not to mention pushing up the gain on the l33t-filters)
So where else is the social history of these worlds being written?
Comments (4)
The Alphaville Herald - All the Sims News That's Fit to Print
A number of virtual worlds have company-sponsored 'news' feeds, but they're often digital infomercials (though sometimes not). With the founding of the Alphaville Herald, however, a virtual free press comes into existence. The Herald is an independent news service focusing not on Home Town, USA but on Alphaville, TSO (The Sims Online).
Is the Herald truly free? Witness:
"One of my sims (Doctor Legion) foolishly took a job in a robot factory. Now he/she/it is hounded by M.O.M.I. for absenteeism...The joke is that we are slaves to the machines, but given the dynamics of this place (we sort of *are* slaves to machines) and our uneasy relationship with Maxis, this joke IS NOT FUNNY."
M.O.M.I. is "Municipal Observation and Management Incorporated," TSO's governing nanny, straight out of Brazil (the movie not the country). But, as Alexander Hamilton said in defending poor John Peter Zenger, "the laws of our country have given us a right to liberty of both exposing and opposing arbitrary power (in these parts of the world at least) by speaking and writing truth."
Whatever part of the world they occupy (indeed, which world?), free Sims sleep easier tonight, knowing that they now have a tireless defender deploying the full powers of the public press! On, Alphaville Herald! On!
Comments (9)
First Glimpse: Big Markets Inside Virtual Worlds
Internal data from Second Life give us outsiders our first glimpse at the volume of trade inside virtual worlds. It's big. Really big.
Over a one-month period, the users of 2L had a stock of 8.35 million Lindens (L$) and used it to conduct L$19.2 million in trade. Economists call the ratio of trade to the money stock "velocity;" in this case, it's 2.30.
Economists also tend to assume that velocity is constant. It's the turnover rate of a single unit of currency and is determined by the efficiency of market institutions. Second Life doesn't seem enormously different than any other world in this regard, so let's assume the velocity is about the same in other worlds, such as Norrath.
Data from Norrath in Summer 2001 indicated that the typical user had about 7,700 platinum pieces (PP) in cash. At that time, EverQuest had 400,000 users and the exchange rate between PP and dollars was 100:1. This means that the total money stock was (7700)*(400000) = PP3.08 billion. Using a velocity of 2.3, total in-world trade would have been PP7.084 billion. At the then-current exchange rate, that comes to $71 million.
So, a game like EQ has $71 million monthly in in-world trade. Current data from eBay suggest that the combined export-import trade for all US games except EQ - games whose total populations nonetheless well exceed EQ's 400,000 - is only about $1.3 million monthly. Evidently, in-world trade is much greater than out-world trade.
The figures for EQ suggest that each user does about $18 of in-world player-to-player trade monthly. That number feels about right (seriously! I've actually played EQ quite a bit). If we think about the market as a whole, we have upwards of 10 million people in the various worlds right now. At $18 per person per month, that's an aggregate in-world trade volume of $2.2 billion annually. According to UN data, that volume of trade would make virtual worlds the 144th largest economy in terms of GNP, right up there with Malta and Albania.
On the other hand, this number is such an extreme telescoping of assumptions as to have little merit in an absolute quantitative sense. We only have the velocity number - the keystone of all this - because Philip Rosedale of Second Life was kind enough to let me see it. It's frustrating that we don't have better data, and that we're forced to put together this crazy-quilt patchwork of assumptions to get even the most basic feel for what's going on. (If you're the proprietor of a big game and can see how some of these data, if released, could benefit the entire industry, get in touch.)
However, these data do yield convincing evidence of a qualitative, if not quantitative, nature: Whatever we see on eBay is dwarfed by what's happening inside the games. A great deal of value is changing hands out there. And it's all denominated in gold pieces.


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Goulds has 3 schools. Some of the best schools in Goulds are Lincoln Marti School with a parent rating of 5/5 stars, and Rainbow Christian Academy with a parent rating of 4/5 stars.
School data provided by National Center for Education Statistics, Maponics, and GreatSchools. Intended for reference only. GreatSchools Ratings compare a schools test performance to statewide results. To verify enrollment eligibility, contact the school or district directly.
|For Sale: 87
|New: 22
|Recently Sold: 99
|Reduced: 36
|Average Home Price
|Average Sold Price
|Property Records: 3,630
|Foreclosed: 14
The average home price in Goulds is $55,833, which is 55.7% lower than the average sold price in Goulds ($126,000) . The average home price per square foot in Goulds is $38 and about 3% of all homes in Goulds sold in the last 6 months. For Goulds home values, real estate prices, and city market trends, research the 3,630 property records or search our 99 recently sold or 87 homes for sale listings. Listing counts, Goulds home prices and home values in Goulds are sourced daily from listing and property data on realtor.com®, which is the most up-to-date and accurate aggregation of real estate listings in the industry and includes approximately 800 regional MLSs and is the official website of the National Association of Realtors®.
|Median Age
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GreatSchools Rating
Teacher quality
Principal leadership
Parent involvement
This school is an horrible place to learn. Don't send your kids here. Kids will get bully and teacher won't do anything it. They also take favor the bullies and bad eggs than the victims and the good student who trying to learn. I went here since 6th grade and all of the years have been terrible! If you want your child self-esteem to stay in intact. Don't send them to this school!
This school Does not meet any standards , I attend here and almost never get homework, which is not satisfactory.
This schoool I think is not schoool approite his schoool to myself being a student is very.......... I think that students here need more learnnig activites instead of reading out of a textbook The teachers here are very........... and this schooo could use improvmens. But the apps are amazing! Band choir ( choir rocks!) art, journalsiim it rocks! But eerything else/.........
the principal at this school is a great influence to the students and the teachers as well.
The principal is bad, and i believe that the teachers are pure lackluster.
I am going into the 8th grade at HMS. I love it here. I have made many friends and have learned many great things. This school has taught me many lessons which I will live by. Thank you Teachers and Staff for giving me a good middle school experience!
My son, attends HMS and has been a student since the 6th grade. I have seen the maturity and the growth that HMS has assisted in rearing when my husband and I are away working. The staff and the school will always have a place in our hearts! Thanks, HMS!! Thank you teachers for TEACHING..NOT BABYSITTING!! AWL
I just wanted to say how pleased I am with Hueytown Middle School! This school has showed great improvement in the last 2 years. The hard work that has been done to secure our childrens future is finally begining to show! I love the teachers, staff and the overall good attitude of all the children. I did not rate this a 5 star school because of low parental involvement!!!
I am very pleased what the new staff at HMS has done. It is about time they have a principal and staff who help keep our kids in line. Kids today need to learn discipline and respect. HMS is doing a good job of that.
The school is better than is was when I was in 6th and 7th, mostly thanks Mr.Mcarty and Co. I'm taking honors Algebra one this year. I think that the school could do with more extracurricular activities, and that means more tachers and parents willing to take time from their lives to let their kids do things. And when I say extracurricular, I mean Academic stuff, we have plenty of sports, but there's not much for the clumsy among us to do.
My son has been in pittman middle school for 2 years now (6th and 7th grade). The elective and honors classes are good. My son has been in math honors and science honors for the past 2 years. These subjects are gradually getting harder and more advanced. By the time high school comes around, he will be in math ap calcu/trig and science ap chemistry. This will be essential to his college life and later on in his career. I am glad that pittman (it really all begins in hueytown elementary, a wonderful school) offers these classes. But the main prop that i have to give to pms is to the new principal and vice principal this 04/05 year. They are strict but it is needed for middle schools. I commend mr. Mccarty (principal) and his staff for the education & disipline at pms. Good job!
My child has been in honors classes grades 7 & 8. She has had to work, but not as hard as might be expected for honors. I'm glad honors classes are offered. She is happier with the new administration for the most part. At 14, most adults seem 'ignorant.' Band and Scholars Bowl have been good for extra curricular activity. I would be more involved as a parent, but work far from the school. One or both of us parents attend SB meets, band concerts, and other special events and try to help where/when we can. While PMS is not the best it could be, it is adequate. The administration appears to be striving to be better, which is great.
I think this school is okay. One problem they are to hard, Pittman is not a bad school, but they are to hard and children complain about getting in trouble to much because I had a daughter who was on the A honer roll and was getting Dentetions every morning. The new admistristion is strict and I think Pittman needs to look further out to find good, not so uptight Vice principles. I personally think it is alright school, but the Male vice principle is very strict and needs to Go!
Pittman always has been a wonderful school. We have tried for many years to have more parental involvement but were unsuccessful. For some reason a few more parents have become wiser and realized that 'it takes a village.' Pittman has always had caring, professional teachers, they just were not recognized as they should have been.
What a wonderful school this is this year. What a difference a year makes with a new administration in place. Our kids are in a safe well disciplined school this year, which means education is being emphasized. It has had an overhaul in so many ways. We have a beautiful new state of the art lunchroom and new ceiling tiles and paint. The attitude of the staff is upbeat and they seem happy to be there. I am so glad I have 2 children in this school. Thank you Jefferson County School Board for making the changes that made all of this possible. Randy McCarty and Brett Kirkham are doing an excellent job.
Pittman is an older school. It has been repainted some but could use some other cosmetic help. My child has been at Pittman for 2and 1/2 years now and has never had a problem. She has had good teachers overall and a great experience.
Pittman has been neglected for many years, as a concerned parent I hope to see many positive changes through the PAC and C.A.R.E. committees that have been formed by concerned parents, citizens, Pittmans Administrators and Teachers. Our children deserve the best and if you walk through and around Pittman you can see that our children are not in the best situation.
Community ratings and reviews do not represent the views of GreatSchools nor does GreatSchools check their accuracy or verify the reviewers' identities. Use your discretion when evaluating these reviews.
The Community Rating is the school's average rating from its community members (e.g., parents, students, and school staff). The highest possible rating is five stars; the lowest is one star.
701 Sunrise Blvd
Hueytown, AL 35023
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|October 1, 2012
|View Comments
|Recommended Resources, Truth For Life Resources
Sally Lloyd-Jones is a leading writer of inspirational books for children. She is the author of three bestselling children's Bibles.
An award-winning book, The Jesus Storybook Bible tells the story of the child upon whom everything will depend. Every story whispers His name. From Noah to Moses to King David, every story points to Jesus. He is the missing piece in a puzzle, the piece that makes all the other pieces fit together. From the Old Testament through the New Testament, as the story unfolds, children will pick up the clues and piece together the puzzle. The Jesus Storybook Bible invites children to discover for themselves that Jesus is at the center of God's great story of salvation, and at the center of their story too.
From Zondervan, 350 pages, hardcover
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Down The Rabbit Hole by nuggetman333 on Flickr.
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In the midst of debate over the NFL lockout, the excitement over the new Kansas City Chiefs draft class, the death of Osama bin Laden and nearing finale of American Idol, we've all ignored a great tragedy that has been brewing right before our eyes. And now, it is too late.
Arnold Schwarzenegger and Maria Shriver are getting a divorce.
I'll give you a moment to collect yourselves.
Seriously Lyle, get it together. (someone get the man a tissue)
Anyway, in honor of the Governator, I thought it would be fun to see which players on the Kansas City Chiefs most match up with some of the great characters played by "The Arnold" over the years.
After the jump.
Thomas Jones as Mr. Freeze from "Batman and Robin"
Thomas Jones is obviously Mr. Freeze. Mr. Freeze first appeared in the comic Batman in issue #121in February of 1959. Ironically, that was the same year Thomas Jones made his NFL debut.
Jones also has a tendency to get very cold, particularly at the end of the season. Though many Chiefs fans wish the Chiefs would sign another running back and put Jones "on ice" like any good super villain, he just keeps coming back.


text:
Sugarloaf, PA 18249 Map, Local Resources and Photos
|City/Town Names
|Current Weather & Forecast
Local Physical, Cultural & Historic Features
The 18249 ZIP Code is centered1 in Luzerne County at latitude 40.992 and longitude -76.073. It is a standard type ZIP Code. Luzerne County is in the Eastern Time Zone (UTC -5 hours) and observes daylight savings time.
ZIP Code Tabulation Area (ZCTA) 18249 has a land area of 31.92 sq. miles and a water area of 0.03 sq. miles for Census 2000. Demographic Profile
Sugarloaf, PA 18249 Map (Interactive ZIP Code Map of 18249 ZIP Code)
|Driving Directions
Nearby Cities, Towns & Census Designated Places
Conyngham, PA
(< 0.1 mile)
Sybertsville, PA (< 0.1 mile)
Dippel Manor, PA (2.7 miles ESE)
Five Points, PA (4.1 miles W)
Gum Run, PA (4.1 miles SW)
Humboldt, PA
(4.1 miles SSE)
Hollywood, PA (4.1 miles E)
Green Ridge, PA (4.1 miles ESE)
Saint Johns, PA (4.3 miles NE)
Harwood, PA (4.3 miles SE)
Nearby Neighborhoods, Subdivisions & Other Small Populated Places
Tomhicken, PA
(1.9 miles SW)
Scanlin, PA (5.5 miles NNW)
Old Sugar Loaf, PA (6 miles ESE)
Hazleton Station, PA (6.1 miles ESE)
Millers Corner, PA (6.3 miles SW)
Gowen Breaker Station, PA
(6.4 miles WSW)
Slykerville, PA (6.6 miles SE)
Frenchtown, PA (6.7 miles SE)
South Ebervale, PA (6.7 miles E)
Middletown, PA (7.5 miles ESE)
ZIP Codes - Key Concepts
- ZIP Codes are categories for grouping mailing addresses and are not exact geographic regions.
- The centroid of a ZIP Code may be in one County and the associated city/town in another.
- In rural areas, a single ZIP Code may be used for cities and towns in several different Counties.
- ZIP Code "areas" can overlap, be subsets of each other, or be artificial constructs with no geographic area.
- ZIP Codes are only loosely tied to cities.
1 Keeping the above key concepts in mind, what we informally refer to as the "center" of a ZIP Code is most often actually the centroid of a polygon.


text: 500 pts Comics Trivia <WBLK MVP From which room does Chris Sims usually do his show? Click here to see the answer. Sign in to Participate Category: Trivia Ends: Wednesday September 24 at 11:59PM EDT Visit our sponsor: Click here to see the answer. Share on Facebook Share on Twitter More Leave a comment Send to a friend! Print this page Pin it! Reddit This! Share on Tumblr! More Ways To Get and Use Points Music TriviaMusic TriviaFunny TriviaCelebrity TriviaMusic TriviaMusic Trivia


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Reynolds-Alberta MuseumWetaskiwin , Alberta
Highlighted Images Address
Hours & Admission
About the Collections
Services & Activities
Publications & Products
Back to museum list
Reynolds-Alberta Museum Exciting and Different
Tucked away in a quiet corner of Alberta, is a museum with international appeal. Our stories are your stories of ordinary and extraordinary people and how these amazing machines shaped their lives. The Reynolds-Alberta Museum celebrates the spirit of the machine through a lively interpretation of an outstanding collection of cars, planes, tractors and industrial machines.
The museum has captured the imagination of car enthusiasts from around the world. From a 1929 Duesenberg Phaeton Royale (valued at more than $1.5M) to the world's oldest production Chevrolet, the collection boasts many unusual, rare and one-of-a-kind vintage vehicles.
A unique feature of the museum is a state-of-the-art restoration shop and conservation lab. The restoration shop specializes in fine woodworking, precision machining, welding, bare metal finish body repairs and panel fabrication. The many successes of the shop are the result of versatility, teamwork and a philosophy of museum-quality restoration and conservation no compromise. The most recent example of a full body-off-frame restoration is the 1935 Maple Leaf truck.
The museum also has the second largest vintage aircraft collection in Canada, next to the National Museum in Ottawa. These 70 rare and significant vintage aircraft include the only remaining Canadian example of a 1929 American Eagle biplane, a rare 1937 Arrowsport and the last surviving 1929 Kari-Keen Sioux Coupe monoplane. Some of these aircraft are currently on display in the museum's Aviation Hangar.
The museum is home to Canada's Aviation Hall of Fame. The Hall is a tribute to our priceless aviation heritage from the early days of flight to today's era of space exploration. The lives and achievements of these men and women are presented through biographical panels and flight memorabilia.
The museum's award-winning reference centre is another facet of the experience offered here. It has Canada's largest publicly accessible collection of trade literature. Topics include cars, bicycles, motorcycles, airplanes, tractors, plows, threshers, steam traction engines, fire-fighting equipment, road construction machinery and more. So if you're looking for specifics on your own prized vehicle, the answers may be here. The collection includes service and operators manuals, parts books, sales literature, books, magazines and hundreds of reference files dating from the early 1900s! Manufacturers represented include Ford, Chrysler, General Motors, International, Harley-Davidson and many others that have long since faded from memory.
Some take advantage of our location on the Wetaskiwin airport to fly in for the day. And whether they come by plane, car or bus, our visitors enjoy hands-on demonstrations, interpreter-led programs, audio-visual displays and special annual events. From May to September, the site is alive with the sights and sounds of vintage rides. Cruise the grounds in a 1935 Chevrolet or Model T Touring car. The truly adventurous can soar like an eagle in an open cockpit biplane (on weekends, weather permitting).
Attraction's importance:
- an outstanding collection of more than 350 vehicles, 70 vintage aircraft, 600 pieces of agricultural machinery and a growing collection of industrial equipment interpreting surface mining and road construction.
- four themes: transportation, aviation, agriculture and industry.
- the second largest aviation collection in Canada.
- home of Canada's Aviation Hall of Fame.
- offering visitors an opportunity to interact with historic artifacts through vintage vehicle, vintage midway and vintage open cockpit aircraft rides.
- visitor amenities include wheelchair accessibility, 120-seat café, gift shop, 120-seat theatre, motorized people movers to transport visitors around our 205-acre site.
- classified as a Category A' institution by Canadian Cultural Property, having met criteria for a facility with policies, systems and infrastructure to preserve cultural property.
Did you know that the museum has
- a one-of-a-kind 1929 Duesenberg Phaeton Royale Model J?
- the world's oldest known production Chevrolet, a 1913 Chevrolet Classic Six?
- a Bucyrus Class-24 dragline, built in 1917 and is the world's oldest dragline?
- a 1928 American Eagle biplane, the only surviving Canadian example?
- an internationally acclaimed restoration and conservation shop?
- an award-winning library?
- won two Premier's Awards of Excellence for past exhibitions?
- is one of only two fly-in museums in Canada?
- a full-scale replica of the Avro Arrow?
- a half-track vehicle used in the infamous Bedeux expedition, the subject of the film Champagne Safari?
About the Collections
Our collection includes more than 350 motor vehicles, 70 vintage aircraft (second largest collection in Canada), 1000 pieces of agricultural equipment,a growing collection of industrial machines (surface mining, heavy construction and road building), and an extensive documentary collection consisting of books, magazines, newspapers, catalogues, brochures, manuals (service, operator, owner)and various audio visual materials. Oure documentary collections include more than 3000 publications and 35,000 pieces of trade literature.
Approximate number of objects in the collections: 5000 (three dimensional artifacts)
Decorative Arts
Fine Arts
Human History
(Please see description of collections, above.)
Agriculture Forestry Industrial Technology and History Maps, Charts, Plans or Blueprints Toys and Games Transportation : Aviation : Motorized ground : Non-motorized ground : Space
Natural Sciences
More about our Collections
Services & Activities
Research Services
In our Reference Centre (library), we provide reference and referral services. All documentary collection items available to the public through a request and retrieval process. All materials must be consulted on site. Photocopying available. Requests accepted in person, by phone, fax, e-mail, and regular mail.
We provide information about our collections, with the exception of specifics protected under the Province of Alberta's Freedom of Information and Protection of Privacy Act. Please allow approximately two weeks for a response.
Information Centre Library Conservation or Restoration
Other : n/a
Educational Programs
We offer curriculum based educational programming from grades K - 12.
We offer a series of museum-quality Restoration Workshops, annually in February.
School Programs : Age 5-11 (k-6) : Age 12-17 (7-13)(Quebec: Secondary 1-CEGEP) : Age 18 and up (Post-Secondary) Family Programs Classes or Workshops Demonstrations Films Internships Professional Development
Visitor Services
interpretive programming, tours, special events
wheelchair and stroller rentals, wheelchair accessible,
food services (Blacktop Diner), facility rentals (with catering if required),
fly-in access (Wetaskiwin Airport CEX3)
Films and Videos Guided Tours : English Children's Activities or Services : Playground : Strollers Available : Nursing area or Change Table Information Centre or Desk Meeting Room Rental Parking Facilities : Free : Bus Gift shop Special Needs Facilities : Parking : Signs : Washrooms : Wheelchairs available : Wheelchair access Cloakroom Washrooms
Volunteer Services
Volunteer Services Available Volunteer Training Offered
Number of volunteers: 300+
Activities: Our volunteers undergo a screening and selection process, are provided thorough orientation and training, and are mentored by permanent staff. They assist in the following areas:
Collections research and management work, collections restoration and maintenance, and public programming (visitor services, special events, gift shop)
Member Privileges
Newsletter, discount in giftshop, free admission
Food Services
Food services in 120 seat Blacktop Diner. Catering services for groups. Outdoor food kiosks during special events.
Picnic Area Catering Services Reception Facilities Restaurant
Internet Services
General Information Collections Events Education School Visits or Programs Children Directions or Map Online Giftshop or Bookstore
Local Tourism Links
Local Attractions
More about our Services
Publications & Products
All the products listed below are available through the gift shop, operated by the Friends of the Reynolds-Alberta Museum.
Posters Postcards Newsletters Videos Brochures Books Magazines T-Shirts or Sweatshirts or Caps Commemorative Souvenirs Educational kits
Hours & Admission
Operation: Year Round
Vintage vehicle rides - June, July and August
Vintage open cockpit airplane rides, weekends, May through end of August (weather dependant)
Children's Day Camps - Christmas break, Easter break, selected weeks in summer
Open: May 18, 2009 (Victoria Day) to September 7, 2009 (Labour Day)
10:00 a.m. to 5:00 p.m. - 7 days a week
10:00 a.m. to 6:00 p.m. (extended hours) - July 1, 2009 to September 7, 2009 (Labour Day)
Closed: Mondays
In off season, Sept - May, closed Mondays, except Holiday Mondays.
Closed Dec 24, 25 and Jan 1
Admission: Charged
Peak Season - May long weekend to September long weekend:
Adults - $9.00
Seniors - 7.00
Youth - 5.00 (age 7 - 17)
Families - $25.00 (two adults and their children under the age of 17)
Children under 7 admitted free.
Discounts: Seniors Students Groups
Reynolds-Alberta Museum
2 Km west of Wetaskiwin on Hwy. 13, Wetaskiwin, Alberta
Telephone:   780-361-1351/Toll Free: 1 (800) 661-4726
Fax:   780-361-1239
E-mail: firstname.lastname@example.com
Mailing Address:
Reynolds-Alberta Museum
Box 6360 , Wetaskiwin , Alberta
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Last updated: 2012 03 30
Last update: 2008 11 24 Important Notices © CHIN 2007. All Rights Reserved


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Risk and Military Planning
Experts discuss managing risk in military planning, the effects of sequestration on defense, and tradeoffs between risk and available resources.
See more in Global; Military Operations; Defense Strategy
Experts discuss managing risk in military planning, the effects of sequestration on defense, and tradeoffs between risk and available resources.
See more in Global; Military Operations; Defense Strategy
The Quadrennial Defense Review is mandated by Title 10, Section 118 of the US Code, which states that every four years, the Secretary of Defense, with input from the Chairman of the Joint Chiefs of Staff, must conduct "a comprehensive examination ... of the national defense strategy, force structure, force modernization plans, infrastructure, budget plan, and other elements of the defense program and policies of the United States with a view toward determining and expressing the defense strategy of the United States and establishing a defense program for the next 20 years."
See more in Defense Strategy; Defense Budget; United States
Janine Davidson argues that some force reductions in the proposed 2015 defense budget make sense. After all, the Pentagon is anticipating an end to active wartime deployment.
See more in Middle East and North Africa; Defense Strategy
As U.S. and coalition forces prepare to draw down troops in Afghanistan, a new report urges Washington to view Pakistan not solely or even principally in the context of U.S.-Afghanistan policy, but rather to reorient the relationship toward Asia.
See more in Pakistan; Defense Strategy
"Germany is Europe's unrivaled superpower, its largest economy and its most powerful political force. And yet if its response to recent global crises, and the general attitude of its leaders and citizens, are any indication, there appears to be nothing that will get the German government to consider military intervention."
See more in Germany; Defense Strategy
Department of Defense released their Arctic Strategy in November 2013, following the National Arctic Strategy released by the White House in May 2013. The strategy analyzes the security environment in the region.
See more in Arctic; United States; Defense Strategy
"Beltway analysts draw the same conclusion: U.S. aid has not bought leverage over Egypt. Their argument is that cutting aid is futile and actually detracts from U.S. interests. It's quite a tautology. Since American assistance doesn't buy leverage, Washington should keep the aid flowing. If we agree that American assistance doesn't do much, then why continue it?"
See more in Egypt; Defense Strategy
On October 3, 2013, U.S. and Japanese diplomatic and military leaders met in Tokyo to revise the 1997 Guidelines for U.S.-Japan Defense Cooperation.
See more in United States; Japan; Defense Strategy; Regional Security
Secretary of Defense Chuck Hagel, Secretary of State John Kerry, and General Martin Dempsey testified before the Senate Committee on Foreign Relations on September 3, 2013, regarding options for U.S. military operations in Syria.
See more in Syria; Defense Strategy
President Barack Obama gave this statement on August 31, 2013, to explain his decision to pursue military intervention in response to the August 21 chemical weapons attack in Damascus.
See more in Syria; Weapons of Mass Destruction; Defense Strategy
U.S. Secretary of State John Kerry, U.S. Secretary of Defense Chuck Hagel, Russian Foreign Minister Sergey Lavrov, and Defense Minister Sergey Shoygu met in Washington, D.C. on August 9, 2013, to discuss trade, nuclear threat reduction, and strategies to address crises in Syria and Egypt.
See more in United States; Russian Federation; Defense Strategy; Diplomacy and Statecraft
A divergence of opinions between males and females is an "enduring characteristic of polls on the use of military force, regardless of the weapons system employed, military mission undertaken, whether the intervening force is unilateral or multilateral, and the strategic objective proposed," says Micah Zenko. Citing polls from the early 1990s to today, he investigates why this persistent difference in opinion exists and what it may mean for U.S. foreign policy.
See more in United States; Defense Strategy; Defense Technology; Drones
On July 31, 2013, Secretary of Defense Chuck Hagel provides an overview of the Department of Defense's Strategic Choices Management Review, which analyzed how the department will operate and what it must cut after sequestration.
See more in United States; Defense Budget; Defense Strategy
Senator Carl Levin, chairman of the Committee on Armed Services, requested that General Martin Dempsey provide an "unclassified assessment of options for the potential use of U.S. military force in the Syrian conflict" and General Dempsey responded on July 19, 2013.
See more in Syria; United States; Defense Strategy
New York Times Chief Washington Correspondant David Sanger interviewed Deputy Secretary of Defense Ash Carter during the Aspen Security Forum in Colorado, on July 18, 2013. They discussed military strategy transitioning from two wars, cybersecurity forces, sequestration, nuclear weapons, and intelligence leaks.
See more in United States; 9/11 Impact; Defense Strategy
There is no evidence that signature strikes will be reduced or ended based upon anything the Obama administration has recently stated.
See more in United States; Defense Strategy; Drones; Wars and Warfare
Never solely a military organization in the traditional sense, Iran's Islamic Revolutionary Guards Corps (IRGC)—also known as the Pasdaran (Persian for "guards")—has seen a significant expansion and diversification of its domestic roles since the election of President Mahmoud Ahmadinejad in 2005.
See more in Defense Strategy; Iran
Gayle Lemmon examines the current course of U.S. action in Syria.
See more in Syria; United States; Defense Strategy
Actually, arming rebel groups has had a pretty good record of success. In fact, as I point out in my book, Invisible Armies: An Epic History of Guerrilla Warfare from Ancient Times to the Present, there is no more consistent determinant of the success or failure of any insurgency than the degree to which it receives outside support.
See more in Wars and Warfare; Defense Strategy
Robert Danin writes that the United States should send weapons to rebel forces in Syria.
See more in Syria; United States; Defense Strategy; Humanitarian Intervention
The authors argue that it is essential to begin working now to expand and establish rules and norms governing armed drones, thereby creating standards of behavior that other countries will be more likely to follow.
The author examines Pakistan's complex role in U.S. foreign policy and advocates for a two-pronged approach that works to quarantine threats while integrating Pakistan into the broader U.S. agenda in Asia.
The authors assess the political, security, and economic challenges facing U.S. policymakers in Afghanistan and evaluate a range of policy options.
Maximalist finds lessons in the past that anticipate and clarify our chaotic present, revealing the history of U.S. foreign policy in an unexpected new light. More
This clear and authoritative book presents a sweeping account of China's global resource quest and the unrivaled expansion of its economy. More
The story of the tragic and often tormented relationship between the United States and Pakistan, and a call to prepare for the worst, aim for the best, and avoid past mistakes. More


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'Tiger Woods' Gets Beat Up by 'Elin' on 'SNL'
December 07, 2009 Celebrity Scandals
That had to hurt!
"Saturday Night Live" mocked Tiger Woods and Elin Nordegren's reported fight before the golfer slammed his SUV into a tree outside their Florida mansion the day after Thanksgiving.
In the skit, Nordegren (played by Blake Lively) slams a golf club into her husband's (Kenan Thompson) head as they argue over his indiscretions with women.
The show's musical guest, Rihanna, was a victim of domestic abuse this February when her ex-boyfriend Chris Brown beat her up on the morning of the Grammys.
Filed Under: Celebrity Scandals, Television, Tiger Woods, Blake Lively, Elin Nordegren


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Congratulations to Daniel Smith, Ph.D., on receiving a poster award at the Center for Aging annual meeting
September 2009
Congratulations to Daniel Smith, P.h.D, on receiving a poster award at the the Center for Aging Poster Competition. Winners were announced at the Center for Aging 2009 Annual Meeting. Congratulations, Daniel!
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Piggy birthday cake, made with Kit Kats, chocolate buttercream, chocolate ganache, and fondant.
Darn you, Pinterest for providing my customers with these ideas! LOL
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How creative.
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OH MY GOSH I LOVE THIS THIS IS GREAT HEE HEE HEE How appropriate for us though, huh? Since we use to raise hogs when we...
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Related Content: Civil Rights
PBS NewsHour: Civil Rights Luminary Dorothy Height Dies at 98
Web content
April 20, 2010
Gwen Ifill remembers civil rights activist Dr. Dorothy Height, who was a leader in both the African-American and women's rights movements. She died Tuesday at age 98.
Remembering Dorothy Height
Gwen's Take
I was always thoroughly intimidated in Dorothy Height's presence.
It's not because she was regal or holier-than-thou. It's that she was neither of those things. And somehow, she should have been. Could easily have been.
PBS NewsHour: Gwen Interviews Dr. Dorothy Height (2003)
Web content
July 17, 2003
Gwen Ifill talks with Dorothy Height, a legend of the civil rights movement and former head of the National Council of Negro Women, about her memoir, Open Wide the Freedom Gates.


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Books filed under "Crafts"
Gardening in Miniature: Create Your Own Tiny Living World
An inspiring primer for creating your own tiny, living world. $19.95
Succulents Simplified: Growing, Designing, and Crafting with 100 Easy-Care Varieties
The ideal guide to these trendy, low-maintenance plants for gardeners, crafters, and DIYers. $24.95
Keshiki Bonsai: The Easy, Modern Way to Create Miniature Landscapes
A revolutionary, stylish approach to creating living pieces of art. $19.95
The Book of Gardening Projects for Kids: 101 Ways to Get Kids Outside, Dirty, and Having Fun
101 step-by-step activities for gardening side-by-side with kids. $19.95
Handmade Garden Projects: Step-by-Step Instructions for Creative Garden Features, Containers, Lighting & More
Unleash your crafty side in the garden. $19.95
Concrete Garden Projects: Easy & Inexpensive Containers, Furniture, Water Features & More
Let this simple, beautiful, and inexpensive material inspire you. $19.95
Terrarium Craft: Create 50 Magical, Miniature Worlds
Everything a beginning terrarium crafter needs to get started. $18.95
The Handbook of Natural Plant Dyes: Personalize Your Craft with Organic Colors from Acorns, Blackberries, Coffee, and Other Everyday Ingredients
Refresh fabric with natural color. $19.95
The Unexpected Houseplant: 220 Extraordinary Choices for Every Spot in Your Home
A comprehensive guide to how to grow and maintain exotic indoor plants. $22.95
The Lavender Lover's Handbook: The 100 Most Beautiful and Fragrant Varieties for Growing, Crafting, and Cooking
The 100 easiest, most stunning lavenders available today. $27.95
The Revolutionary Yardscape: Ideas for Repurposing Local Materials to Create Containers, Pathways, Lighting, and More
Create unique outdoor décor using reclaimed materials. $22.95
Written for both gardeners and bonsai enthusiasts, this book discusses the horticulture and techniques behind building beautiful specimens. $34.95


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Merrill Heirloom III With Graham 1.5 Tonearm [Expired]
Listing ID: LIS3142F
- Listing Type
- Classified
- Listing Date
- Listed
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- 955 Views
Time Left: Listing SoldEnded:
Asking Price: $3,200.00
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|United States
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|70 lbs
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|Research Pricing
Item Description
Merrill Heirloom III. This was the last production of the Heirloom. Almost never seen for sale. This Heirloom contains: an outboard power supply, die cast clamping ring, screw down center clamp. lead lined plinth and hard dust cover. With a Graham 1.5 tone arm and cable. This is equivalent to the MS2 and 21. Class A in Stereophile.
George Merrill's Analog Emporium www.gmanalog.com
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Ghazanfar Bank
Sher Pur Main Road, Kabul, Afghanistan
|Bank is operational from 1st of March 2009and is embarking on expansion with branches and is finding ways for expanding its network further to successfully in almost all key provinces of Afghanistan and is looking for qualified professionals for the advertised position.
Jobs.af is Afghanistan's first one-stop jobs portal for employers and jobseekers to connect within the site's comprehensive database. Jobs.af presents a complete range of recruitment and career planning solutions by offering a fast and easy method for jobseekers to find jobs for free and employers to find quality candidates cost effectively. Jobs.af is the ideal place for employers to advertise their job vacancies and jobseekers to find jobs. Jobs.af brings you the latest job offers announced in Afghanistan by UN, Government, International development agencies, Aid Agencies, Private Companies, MNCs in different industries.
Disclaimer: Jobs.af, Jobs.com.af and NETLINKS are registered trademark of NETLINKS Ltd licensed under Afghanistan Investment Support Agency (AISA) License # D-21519. Jobs.af is in no ways associated with Agency Coordinating Body for Afghan Relief (ACBAR).
Copyright 2012 Jobs.af. All Rights Reserved


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Paige Warren Signs with Lady Knights
Senior Paige Warren signs with KCU Women's Basketball for the fall 2013 school year. Joining Paige were both the boys and girls basketball teams from Menifee County High School. On the front row with Paige are the following:
Chandra Handy, Tamilyn Ingram (MCHS Guidance Counselor), Kay Lawson (Grandmother), Coach Arnett, Paige Warren, Brenda and Marty Warren, parents, MCHS Coach Paul Ricker, and Tim Hacker, MCHS Athletic Director.
Coach Arnett had this to say about Paige: "When we look for student athletes to join our program at KCU we are looking for people like Paige Warren. She has good family support, she is a good student, she has a great attitude, and she can definitely play basketball. We are excited to have Paige joining us for the next four years. She is a 5'4" guard who plays big and has great speed and ball handling skills. She will help us keep the program moving forward."


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Costumes in the Male Category
Young Money is in the house! Literally.
Archived in: Celebrities, Funny, Kids, Male, Simple, custom, | Permalink | Comments ()
Is it a bear? Monkey? The Japanese packaging makes it look like Mario in raccoon form ...with his junk hanging out.
Archived in: Animals, Funny, Male, Weird, store bought, | Permalink | Comments ()
I would probably check out a performance of Black Swan by this guy... as i passed him on a street corner... while avoiding any eye contact. Natalie Portman's character in the movie Black Swan really doesn't seem that crazy now.
Archived in: Animals, Male, Movies, Simple, WTF, Weird, custom, | Permalink | Comments ()


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This is a Friends of the Bob and Tom Show tour schedule. To view tickets, please select one of the
dates below. Friends of the Bob and Tom Show tickets can also be ordered securely online or over the phone at 800-279-4444.
Don't miss your chance to catch One Direction—live in concert!


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April 14, 2009, 2:11 PM — What do enterprise architecture, virtualization, security, business intelligence, and organizational culture have in common with each other and with SOA? If you answered "very little to nothing at all," then think again because each one of these can make or break your SOA implementation.
To be fair, if all you are trying to do is implement a simple application as an SOA, then you might not need to consider the above items but the rules of engagement quickly change the moment you start expanding your SOA initiative beyond these simple boundaries. So, how can these five items elevate your current SOA implementation to an enterprise-level SOA? Let's take a look.
Enterprise Architecture
To identify the "right" services you must start from the business strategy and business processes and move down towards the applications, data, and technology as opposed to the other way around. As shown in figure 1, enterprise architecture is what will guide you on that top-down journey. Enterprise architecture is the blueprint that translates an enterprise's strategy and operating model into an executable architecture of processes, applications, data, and infrastructure. This blueprint is also where you will find candidate services for your enterprise SOA.
SOA is a software architectural style that focuses on creating reusable, deployment/location independent, and standardized business services. But to truly create an agile environment your infrastructure must match the agility of your application and data layer. After all, why should you limit your SOA-based application layer by a monolithic infrastructure layer? Virtualization is the key to transforming your infrastructure layer to a service-oriented infrastructure (SOI) and "impedance matching" it to your SOA. Figure 2 shows an SOA application layer deployed on a virtualized SOI.


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Sonya Winner's Vibrant Statement Rugs
Architectural Digest Home Show 2013
London designer Sonya Winner's bright, whimsical and artful rugs would be a stand out piece in any room. Chosen as a Top Pick at this year's Architectural Digest Home Show held in Manhattan, her pieces were a huge draw. With both earthy (one rug mimics the rings of a tree) and graphic designs (triangles fit together with colors that at once sooth and excite the eye) her work is unique and fascinating.
Sonya Explains:
"I'm fascinated by exploring the design possibilities of knotting and tufting with wool. There are so many ways to create original pieces working with texture, pile height, weaving techniques, yarn type and the overall shape of the design – it's a very exciting medium."
See more about her process and pieces on her site.
(Images: Liana Walker)
8 Comments
ohhh FUN!
I wrote a post on her rugs on my blog a few months ago! So gorgeous.
Those rugs are beautiful! The first picture reminds me of Gotye.
The first one made me think of Neapolitan ice cream.
Oh wow, those are beautiful! I may be saving up for one of these gems!
I have long been dreaming of owning one of her rugs. They are so, so cool.
Of I wouldn't have to redo my entire apartment, I'd buy one of her rugs. Beautiful
Congratulations Sonya! We're proud to report that Sonya Winner rugs are GoodWeave certified child-labor-free. More information about the GoodWeave label at www.goodweave.org/about/child_labor_free_rugs.


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Chamber of Commerce Tauranga Region Inc.
For information on Chamber membership and services, contact us at:
The Smart Business Centre
Commerce House
Bay Central
P.O. Box 414
Tauranga, 3015, New Zealand
Phone: (07) 577 9823
Fax: (07) 577-0364
Email: email@example.com
Website: www.tauranga.org.nz
The role of the Chamber is to promote business vitality in the greater Western Bay of Plenty region. Our mission is to provide leadership and services to the business community that drive business growth and prosperity, and to make our community and region the best place to live, work, play and visit through effective and relevant advocacy, networking, education and leadership.


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Reader Comments (Page 1 of 1)
Why can't Elf Woman (Night or Blood) become Banshee's http://www.wowwiki.com/Banshee instead of the DK's? Maybe implementing it under the talent tree enabled under female DK's?
The simple answer is Game Mechanics. Mechanic-wise, no gender has any advantage over another. And other than racials (that apply to all of that race, whether DK or not), elven DKs won't have any special advantages over other the DKs of the other races.
From a lore perspective, I believe banshees are created somewhat naturally when their living selves suffer horrible deaths and are considered dead/undead. DKs on the other hand are fallen soldiers chosen and brought back to life by the Lich king, and are considered to be living.


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I will give you 1,000 acres of land on Planet Orgy for your people if you aid us in this military conflict.
Moderator: Bonn-o-Tron
dilanski wrote:Have your imaginary balls exploded all over the keypad or something?
RJ wrote:*Internets have no value whatsoever and are imaginary
muffinman42 wrote:RJ wrote:*Internets have no value whatsoever and are imaginary
RJ wrote:Don't ban me for this. I promise I won't kill you with a fork.
RJ wrote:Its nothing compared to my rocket-propelled-chainsaw-mounted-boots
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Having just wrapped up the production of Frank Miller's "The Spirit", Eva Mendes, the co-star of Will Smith in dramedy "Hitch" has set her eyes on another feature film project. The 34-year-old Cuban-American actress is set to topline drama thriller for Warner Independent Pictures entitled "Queen of the South".
Taking the role of the main character, Mendes is going to portray a Mexican woman who becomes a Spanish drug lord to avenge the death of her boyfriend. For the movie, she will be teaming up with fellow actors, Josh Hartnett and Ben Kingsley, as well as with helmer Jonathan Jakubowicz.
"Queen" is adapted from Arturo Perez Reverte's best selling novel with the title of "La Reina del Sur". Made using the script provided by Jakubowicz and Albert Torres, the film will be filmed in Mexico and Spain in September 2008.
© AceShowbiz.com


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Sunny Beltane.
© ian Ll-J, May 2009
Route: Beltane
Climbers: P Hawkins
Camera used: Fuji F100


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Red Curry Tofu Stir-Fry
Yield: 5 servings (serving size: 3/4 cup tofu mixture and 1/2 cup rice)
More From Oxmoor House
Recipe Time
Cook Time:
Prep Time:
Other: 1 Hour, 30 Minutes
Nutritional Information
Amount per serving
- Calories: 247
- Fat: 10.4g
- Saturated fat: 3.8g
- Protein: 10.8g
- Carbohydrate: 27.0g
- Cholesterol: 0mg
- Iron: 2.7mg
- Sodium: 627mg
- Calories from fat: 38%
- Fiber: 1.8g
- Calcium: 77mg
- 1 (14-ounce) package extra-firm tofu, drained
- 1 (13.5-ounce) can light coconut milk
- 2 tablespoons light brown sugar
- 2 tablespoons fish sauce
- 1 tablespoon dry sherry
- 1 1/2 teaspoons Thai red curry paste
- 1 teaspoon grated peeled fresh ginger
- 2/3 cup uncooked basmati rice
- 8 ounces asparagus spears
- 2 teaspoons peanut oil
- 8 ounces shiitake mushrooms stemmed and sliced
- 1/2 cup chopped onion
- Wrap tofu blocks in several layers of heavy-duty paper towels. Press with a heavy object for about 30 minutes to remove excess water. Remove paper towels, pat tofu dry, and cut into 1-inch cubes; set aside.
- Combine coconut milk and next 5 ingredients in a bowl; stir well with a whisk. Add tofu to coconut milk mixture. Cover and chill 1 hour.
- Cook rice according to package directions, omitting salt and fat.
- Drain tofu well, reserving marinade. Snap off tough ends of asparagus. Cut asparagus into 2-inch pieces.
- Heat a large nonstick skillet over medium-high heat. Add peanut oil and tofu; cook 5 minutes, turning cubes until lightly browned on all sides. Transfer tofu to a serving bowl.
- Add asparagus, mushrooms, and onion to pan; stir-fry 3 minutes. Add reserved marinade to pan; cook, stirring constantly, 5 minutes or until thick. Pour vegetable mixture over tofu, tossing gently. Serve immediately over hot cooked basmati rice.
My Notes
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Red Curry Tofu Stir-Fry Recipe at a Glance
- COURSE: Main Dishes
- CONVENIENCE: Family
- CUISINE: American
- MAIN INGREDIENT: Tofu/Soy
- DIETARY CONSIDERATION: Meatless, Gluten-Free
- COOKING METHOD: Fry
- PUBLICATION: Oxmoor House
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