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    <item rdf:about="http://editors.cis-india.org/about/newsletters/august-2011-bulletin">
    <title>August 2011 Bulletin</title>
    <link>http://editors.cis-india.org/about/newsletters/august-2011-bulletin</link>
    <description>
        &lt;b&gt;Greetings from the Centre for Internet and Society! In this issue we are pleased to present you the latest updates about our research, upcoming events, and news and media coverage:&lt;/b&gt;
        &lt;h2&gt;&lt;b&gt;Researchers@Work&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;RAW is a multidisciplinary research initiative. To build original research knowledge base, the RAW programme has been collaborating with different organisations and individuals to focus on its three year thematic of Histories of the Internets in India. Five monographs: &lt;a href="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/rewiring-bodies/rewiring-call-for-review" target="_blank"&gt;Re: Wiring Bodies&lt;/a&gt; by Asha Achuthan, &lt;a href="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/archives-and-access/archive-and-access" target="_blank"&gt;Archive and Access&lt;/a&gt; by Aparna Balachandran and Rochelle Pinto, &lt;a href="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/pleasure-and-pornography/pornography-and-law" target="_blank"&gt;Porn: Law, Video, Technology&lt;/a&gt; by Namita Malhotra, &lt;a href="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/rethinking-the-last-mile-problem/last-mile-problem" target="_blank"&gt;The Last Cultural Mile&lt;/a&gt; by Ashish Rajadhyaksha and &lt;a href="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/internet-society-and-space-in-indian-cities/city-and-space" target="_blank"&gt;Internet, Society and Space in Indian Cities&lt;/a&gt; by Pratyush Shankar were officially launched at the Locating Internets: Histories of the Internet(s) in India — Research Training and Curriculum Workshop in Ahmedabad.&lt;/p&gt;
&lt;h3&gt;Workshop organised in CEPT, Ahmedabad&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/research/conferences/conference-blogs/workshop" target="_blank"&gt;Locating Internets: Histories of the Internet(s) in India      — Research Training and Curriculum Workshop: Call for Participation&lt;/a&gt; [19 to 22 August 2011]&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;b&gt;Digital Natives with a Cause?&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;Digital Natives with a Cause? is a knowledge programme initiated by CIS and Hivos, Netherlands. It is a research inquiry that seeks to look at the changing landscape of social change and political participation and the role that young people play through digital and Internet technologies, in emerging information societies. Consolidating knowledge from Asia, Africa and Latin America, it builds a global network of knowledge partners who want to critically engage with the dominant discourse on youth, technology and social change, in order to look at the alternative practices and ideas in the Global South. It also aims at building new ecologies that amplify and augment the interventions and actions of the digitally young as they shape our futures.&lt;/p&gt;
&lt;h3&gt;Featured Research&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/digital-natives/stirrup-and-the-ground" target="_blank"&gt;Between the Stirrup and the Ground: Relocating Digital      Activism&lt;/a&gt; (This paper by Nishant Shah and Fieke Jansen was published in      Democracy &amp;amp; Society, a publication of the Center for Democracy and      Civil Society, Volume 8, Issue 2, Summer 2011).&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;b&gt;Accessibility&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;Estimates of the percentage of the world's population that is disabled vary considerably. But what is certain is that if we count functional disability, then a large proportion of the world's population is disabled in one way or another. At CIS we work to ensure that the digital technologies, which empower disabled people and provide them with independence, are allowed to do so in practice and by the law. To this end, we support web accessibility guidelines, and change in copyright laws that currently disempower the persons with disabilities.&lt;/p&gt;
&lt;h3&gt;Interview&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/accessibility/interview-mada"&gt;An Interview with      David Baines&lt;/a&gt; (Maureen Agena interviewed David Baines of Mada Centre      for Assistive Technology in Khattar).&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;b&gt;Access to Knowledge&lt;/b&gt;&lt;/h2&gt;
&lt;h3&gt;New Blog Entry&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/a2k/blog/govt-legalising-parallel-import-of-copyright-work" class="external-link"&gt;Govt for Legalising Parallel Import of Copyright Works; Publishers Oppose&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;b&gt;Openness&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;CIS believes that innovation and creativity should be fostered through openness and collaboration and is committed towards promotion of open standards, open access, and free/libre/open source software.&lt;/p&gt;
&lt;h3&gt;Featured Research&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/openness/blog/ogd-draft-v2-call-for-comments" target="_blank"&gt;Call for Comments on Draft Report on Open Government Data      in India (v2)&lt;/a&gt; (Nisha Thompson has updated the Open Government Data      Report prepared by CIS last year including additional case studies and the      National Data Sharing and Accessibility Policy).&lt;/li&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/openness/blog/open-access-to-scholarly-literature" target="_blank"&gt;Open Access to Scholarly Literature in India: A Status      Report: Call for Comments&lt;/a&gt; (The report has been prepared by Prof.      Subbiah Arunachalam and Madhan Muthu. It surveys the field of scholarly      and scientific publication in India and provides a detailed history of the      open access movement in India).&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;b&gt;Internet Governance&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;Although there may not be one centralized authority that rules the Internet, the Internet does not just run by its own volition: for it to operate in a stable and reliable manner, there needs to be in place infrastructure, a functional domain name system, ways to curtail cyber crime across borders, etc. The Tunis Agenda of the second World Summit on the Information Society (WSIS), paragraph 34 defined Internet governance as “the development and application by governments, the private sector and civil society, in their respective roles, of shared principles, norms, rules, decision-making procedures, and programmes that shape the evolution and use of the Internet.” Its latest endeavour has resulted into these:&lt;/p&gt;
&lt;h3&gt;New Blog Post&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/bye-bye-email" target="_blank"&gt;Bye Bye email?&lt;/a&gt; (Email might be the default method of      communication for most of us, but could it be going the telegram way,      writes Nishant Shah. The article was published in the Indian Express on      August 21, 2011).&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Public Lecture&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/events/mirror-in-the-enigma" target="_blank"&gt;The Mirror in the Enigma: How Germany lost World War II to      a Mathematical Theorem&lt;/a&gt; (Rohit Gupta gave a lecture at CIS on August      12, 2011).&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align: justify; "&gt;CIS is doing a project, ‘Privacy in Asia’. &lt;i&gt;It is funded by Privacy International (PI), UK and the International Development Research Centre, Canada and is being administered in collaboration with the Society and Action Group, Gurgaon&lt;/i&gt;. The two-year project commenced on 24 March 2010 and will be completed as agreed to by the stakeholders. It was set up with the objective of raising awareness, sparking civil action and promoting democratic dialogue around challenges and violations of privacy in India. In furtherance of these goals it aims to draft and promote over-arching privacy legislation in India by drawing upon legal and academic resources and consultations with the public.&lt;/p&gt;
&lt;h3&gt;Featured Research&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/ip-addresses-and-identity-disclosures" target="_blank"&gt;IP Addresses and Expeditious Disclosure of Identity in      India&lt;/a&gt; (Prashant Iyengar reviews the statutory mechanism regulating the      retention and disclosure of IP addresses by Internet companies in India      and provides a compilation of anecdotes on how law enforcement authorities      in India have used IP address information to trace individuals responsible      for particular crimes).&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;New Blog Entries&lt;b&gt; &lt;/b&gt;&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/blog/privacy_wholebodyimagingcomparison" target="_blank"&gt;Whole Body Imaging and Privacy Concerns that Follow&lt;/a&gt; (by Elonnai Hickok)&lt;/li&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/privacy_uidfinancialinclusion" target="_blank"&gt;Financial Inclusion and the UID&lt;/a&gt; (by Elonnai Hickok) &lt;/li&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/blog/privacy/cctv-in-universities" target="_blank"&gt;CCTV in Universities&lt;/a&gt; (by Merlin Oommen)&lt;/li&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/blog/privacy/key-escrow" target="_blank"&gt;Re-thinking Key Escrow&lt;/a&gt; (by Natasha Vaz) &lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Event Report&lt;/h3&gt;
&lt;ul&gt;
&lt;li style="text-align: justify; "&gt;&lt;a href="http://editors.cis-india.org/internet-governance/privacy-chennai-report.pdf/view?searchterm=Privacy%20Matters%20Chennai" target="_blank"&gt;Privacy Matters, Chennai&lt;/a&gt; – the event was organised by      IDRC, Society in Action Group, Madras Institute of Development Studies,      Consumer and Civic Action Group, Privacy India and CIS on August 6, 2011. &lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;&lt;b&gt;News &amp;amp; Media Coverage&lt;/b&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/net-gain" target="_blank"&gt;Net Gain&lt;/a&gt; [The Telegraph, 24 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/iisc-students-boycott-uid" target="_blank"&gt;IISc students boycott UID, don’t want Big Brother to keep watch&lt;/a&gt; [Bangalore Mirror, 23 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/right-circle" target="_blank"&gt;In the Right Circle&lt;/a&gt; [Indian Express, 24 July 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/siege-of-android/?searchterm=%EF%82%A7The%20Siege%20of%20Android" target="_blank"&gt;The Siege of Android: How Google Lost The OS War&lt;/a&gt; [Business.in, 17 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/unsocial-network" target="_blank"&gt;The Unsocial Network&lt;/a&gt; [Mail Today, 14 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/hazare-clicks" target="_blank"&gt;Hazare 'clicks' with city techies&lt;/a&gt; [India, 18 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/govt-to-monitor-facebook-twitter" target="_blank"&gt;Govt wants to monitor Facebook, Twitter&lt;/a&gt; [Times of India, 8 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/nothing-unique-about-identity" target="_blank"&gt;Nothing unique about this identity&lt;/a&gt; [Deccan Chronicle, 5 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/tired-of-tele-marketing-calls" target="_blank"&gt;Tired of tele-marketing calls? Act on privacy right: Experts&lt;/a&gt; [Times of India, 7 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/knowledge-isnt-written" target="_blank"&gt;When Knowledge Isn’t Written, Does It Still Count?&lt;/a&gt; [New York Times, 7 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/indian-super-cops-patrol-www-highway" target="_blank"&gt;Indian super-cops now patrol the www highway&lt;/a&gt; [Hindustan Times, 6 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/better-understanding-of-privacy" target="_blank"&gt;Better Understanding of the Idea of Privacy Sought&lt;/a&gt; [Hindu, 7 August 2011]&lt;/li&gt;
&lt;li&gt;&lt;a href="http://editors.cis-india.org/news/converting-indian-slacktivists" target="_blank"&gt;Converting Indian Slacktivists Takes (Offline) Time&lt;/a&gt; [Wall Street Journal, 2 August 2011]&lt;/li&gt;
&lt;/ul&gt;
&lt;h2&gt;Follow us elsewhere&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Get short, timely messages from us on &lt;a href="http://twitter.com/cis_india" target="_blank"&gt;Twitter&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Follow CIS on &lt;a href="http://identi.ca/main/remote?nickname=cis" target="_blank"&gt;identi.ca&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Join the CIS group on &lt;a href="http://www.facebook.com/group.php?gid=28535315687" target="_blank"&gt;Facebook&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Visit us at &lt;a href="http://www.cis-india.org/" target="_blank"&gt;www.cis-india.org&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align: justify; "&gt;&lt;i&gt;CIS is grateful to Kusuma Trust which was founded by Anurag Dikshit and Soma Pujari, philanthropists of Indian origin, for its core funding and support for most of its projects.&lt;/i&gt;&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/about/newsletters/august-2011-bulletin'&gt;http://editors.cis-india.org/about/newsletters/august-2011-bulletin&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Access to Knowledge</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    
    
        <dc:subject>Telecom</dc:subject>
    
    
        <dc:subject>Accessibility</dc:subject>
    
    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>CISRAW</dc:subject>
    
    
        <dc:subject>Openness</dc:subject>
    

   <dc:date>2012-08-13T05:13:23Z</dc:date>
   <dc:type>Page</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/about/newsletters/august-2010-bulletin">
    <title>August 2010 Bulletin</title>
    <link>http://editors.cis-india.org/about/newsletters/august-2010-bulletin</link>
    <description>
        &lt;b&gt;Greetings from the Centre for Internet and Society. We bring you news and media coverage, research and event updates for the month of August 2010&lt;/b&gt;
        &lt;h3&gt;News Updates&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;RIM Offered Security Fixes&lt;br /&gt; &lt;/b&gt;In India Talks, BlackBerry Maker Said It Could Share Metadata, Notes Show&lt;br /&gt; &lt;a href="http://bit.ly/ahT7jD" target="_blank"&gt;http://bit.ly/ahT7jD&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;New Project to Assess Potential of Creating Open Government Data&lt;/b&gt; &lt;b&gt;Initiatives in Chile, Ghana and Turkey&lt;/b&gt;&lt;br /&gt; Steve Bratt, CEO of the World Wide Web Foundation (founded in 2009 by Tim Berners-Lee) has made an announcement on moving forward with a project to assess the potential of creating open government data&lt;br /&gt; initiatives in Chile, Ghana, and Turkey - the first step of what we hope to be a global initiative focusing on low- and middle-income countries.&lt;br /&gt; &lt;a href="http://bit.ly/d337Ex" target="_blank"&gt;http://bit.ly/d337Ex&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Govt and BlackBerry firm wait for the other to hang up&lt;/b&gt;&lt;br /&gt;Sunil Abraham speaks to Archna Shukla on the stand-off between the Government of India and RIM. The news was published in expressindia.com.&lt;br /&gt; &lt;a href="http://bit.ly/cGeipL" target="_blank"&gt;http://bit.ly/cGeipL&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Call, text, email complaint against rogue auto driver&lt;/b&gt;&lt;br /&gt; Harassed by an auto driver? Helplines give you no relief? Here's the people's way to help you out. Just report your issue online, call or even SMS sitting in a noisy restaurant, and be heard.&lt;br /&gt; &lt;a href="http://bit.ly/atiiGW" target="_blank"&gt;http://bit.ly/atiiGW&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Call to increase awareness of intellectual property rights&lt;br /&gt; &lt;/b&gt;We need more knowledge on IPR itself, says IT Secretary&lt;br /&gt; &lt;a href="http://bit.ly/avxY16" target="_blank"&gt;http://bit.ly/avxY16&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Civil Society groups urge State Judicial Academy to restructure agenda for Judges' Roundtable meet&lt;/b&gt;&lt;br /&gt; Some of the Civil Society groups in the country have urged the Maharashtra State Judicial Academy to restructure the agenda for the 'Judges Roundtable on Intellectual Property Rights Adjudication' being held in Mumbai on July 24 and 25 to promote public interest and a deeper understanding of intellectual property amongst judicial officers. FICCI is the joint organiser of the event.&lt;br /&gt; &lt;a href="http://bit.ly/dCDZl0" target="_blank"&gt;http://bit.ly/dCDZl0&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;More Debate on UID Project Needed&lt;br /&gt; &lt;/b&gt;A press conference on UID was held at the Press Club in Bangalore on 26 July, 2010. It was co-organised by Citizen's Action Forum, Alternate Law Forum and the Centre for Internet and Society. Mathew Thomas and Vinay Baindur spoke about the UID. Proceedings from the conference was covered in the Hindu on 27 July, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/cSEsaP" target="_blank"&gt;http://bit.ly/cSEsaP&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;UID coverage in Udayavani&lt;/b&gt;&lt;br /&gt; A press conference was held at the Press Club in Bangalore on 26 July, 2010. It was co-organised by Citizen's Action Forum, Alternate Law Forum and the Centre for Internet and Society. Mathew Thomas and Vinay Baindur were the speakers. Leading Kannada newspaper Udayavani covered this event.&lt;br /&gt; &lt;a href="http://bit.ly/c3AU5s" target="_blank"&gt;http://bit.ly/c3AU5s&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Open is the Future&lt;br /&gt; &lt;/b&gt;The third Open World Forum will gather together decision-makers from the open digital world, in Paris. 1,500 participants from 40 countries will come together to analyze the technological, economic and social impact of Open Source, the invisible engine behind the digital revolution. The aim: to interpret future trends and cross-fertilize initiatives.&lt;a href="http://bit.ly/amY9Qc" target="_blank"&gt;&lt;br /&gt;http://bit.ly/amY9Qc&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;&lt;a href="http://bit.ly/amY9Qc" target="_blank"&gt; 
&lt;hr /&gt;
&lt;/a&gt;Upcoming Events&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;No UID till Complete Transparency, Accountability and People's Participation: A Public Campaign &lt;br /&gt;&lt;/b&gt;An interactive meeting on UID's lack of a feasibility study, cost involved and dangers of abuse is being held in New Delhi at the Constitution Club Auditorium, Rafi Marg on 25 August, 2010. The meeting is jointly organised by INSAF, PEACE, Citizens' Action Forum, People's Union for Civil Liberties - Karnataka, Slum Janandolana - Karnataka, Alternate Law Forum, The Centre for Internet and Society and concerned individuals.&lt;br /&gt; &lt;a href="http://bit.ly/8YsBIJ" target="_blank"&gt;http://bit.ly/8YsBIJ&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Internet Governance and Human Rights: Strategies and Collaborations for Empowerment&lt;/b&gt;&lt;br /&gt;Leading up to the 2010 IGF, The Association for Progressive Communications (APC), Global Partners, the Centre for Internet and Society (CIS) and the Dynamic Coalition on Internet Rights and Principles are hosting, on 13 September 2010 in Vilnius, an event on 'Internet Governance and Human Rights: Strategies and Collaborations for Empowerment'.&lt;br /&gt; &lt;a href="http://bit.ly/aoOkPR" target="_blank"&gt;http://bit.ly/aoOkPR&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Freedom of Expression or Access to Knowledge: Are We Taking the Necessary Steps Towards an Open and Inclusive Internet?&lt;/b&gt;&lt;br /&gt; The Centre for Internet and Society is co-organising a workshop on Freedom of Expression or Access to Knowledge: Are We Taking the Necessary Steps towards an Open and Inclusive Internet? at the Internet&lt;br /&gt; Governance Forum on 14 September, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/dl1WRL" target="_blank"&gt;http://bit.ly/dl1WRL&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Sexual Rights, Openness and Regulatory Systems&lt;/b&gt;&lt;br /&gt;The Centre for Internet and Society is co-organising a workshop on Sexual Rights, Openness and Regulatory Systems at the Internet Governance Forum on 14 September, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/dl1WRL" target="_blank"&gt;http://bit.ly/dl1WRL&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Data in the Cloud: Where Do Open Standards Fit In?&lt;br /&gt; &lt;/b&gt;The Centre for Internet and Society is co-organising a workshop on Data in the Cloud: Where do Open Standards Fit In? on 16 September, 2010 at the Internet Governance Forum.&lt;br /&gt; &lt;a href="http://bit.ly/94AF4h" target="_blank"&gt;http://bit.ly/94AF4h&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;International Conference on Enabling Access to Education through ICT&lt;br /&gt; &lt;/b&gt;The Centre for Internet and Society (CIS), Bangalore in cooperation with the Global Initiative for Inclusive ICT (G3ICT), a flagship advocacy organization of the UN Global Alliance on ICT and Development (UN-GAID), the International Telecommunications Union (ITU), UNESCO, Digital Empowerment Foundation, Society for Promotion of Alternative Computing and Employment and the Deafway Foundation is organizing an international conference, Enabling Access to Education through ICT in New Delhi from&lt;br /&gt; 27th to 29th October, 2010....Registrations to begin soon!&lt;br /&gt; &lt;a href="http://bit.ly/9flyEK" target="_blank"&gt;http://bit.ly/9flyEK&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h3 style="text-align: justify; "&gt;Research&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Political is as Political does&lt;br /&gt; &lt;/b&gt;The Talking Back workshop has been an extraordinary experience for me. The questions that I posed for others attending the workshop have hounded me as they went through the course of discussion, analysis and dissection. Strange nuances have emerged, certain presumptions have been questioned, new legacies have been discovered, novel ideas are still playing ping-pong in my mind, and a strange restless excitement – the kind that keeps me awake till dawning morn – has taken over me, as I try and figure out the wherefore and howfore of things. I began the research project on Digital Natives in a condition of not knowing, almost two years ago. Since then, I have taken many detours, rambled on strange paths, discovered unknown territories and reached a mile-stone where I still don’t know, but don’t know what I don’t know, and that is a good beginning.&lt;br /&gt; &lt;a href="http://bit.ly/9hY9sR" target="_blank"&gt;http://bit.ly/9hY9sR&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Digital Natives: Talking Back&lt;br /&gt; &lt;/b&gt;One of the most significant transitions in the landscape of social and political movements, is how younger users of technology, in their interaction with new and innovative technologised platforms have taken up responsibility to respond to crises in their local and immediate environments, relying upon their digital networks, virtual communities and platforms. In the last decade or so, the digital natives, in universities as well as in work spaces, as they experimented with the potentials of internet technologies, have launched successful socio-political campaigns which have worked unexpectedly and often without precedent, in the way they mobilised local contexts and global outreach to address issues of deep political and social concern. But what do we really know about this Digital Natives revolution?&lt;br /&gt; &lt;a href="http://bit.ly/bZNoSX" target="_blank"&gt;http://bit.ly/bZNoSX&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Beyond the Digital: Understanding Digital Natives with a Cause&lt;/b&gt;&lt;br /&gt;Digital Natives with a cause: the future of activism or slacktivism? Maesy Angelina argues that the debate is premature given the obscured understanding on youth digital activism and contends that an effort to&lt;br /&gt; understand this from the contextualized perspectives of the digital natives themselves is a crucial first step to make. This is the first out of a series of posts on her journey to explore new insights to understand youth digital activism through a research with The Blank Noise Project under the Hivos-CIS Digital Natives Knowledge Programme.&lt;br /&gt; &lt;a href="http://bit.ly/b1GS7F" target="_blank"&gt;http://bit.ly/b1GS7F&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Accessibility&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Access to Knowledge: Barriers and Solutions for Persons with Disabilities in India&lt;/b&gt;&lt;br /&gt; Consumers International, Kuala Lumpur and Consumers Association of India in association with Madras Library Association organised a seminar on Access to Knowledge on 31st July, 2010 at the Tamil Nadu Pollution Control Auditorium in Guindy, Chennai. The Principal Secretary to the Government of Tamil Nadu Department of Information Technology was the chief guest. Former Central Vigilance Commissioner N. Vittal gave the keynote address. Prof Subbiah Arunachalam, Nirmita Narasimhan and Pranesh Prakash participated in the seminar. Nirmita and Pranesh made presentations on access to knowledge.&lt;br /&gt; &lt;a href="http://bit.ly/cJXSX8" target="_blank"&gt;http://bit.ly/cJXSX8&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h3 style="text-align: justify; "&gt;Intellectual Property&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Privacy and the Indian Copyright Act, 1857 as Amended in 2010 &lt;br /&gt;&lt;/b&gt;In this post the author examines the issue of privacy in light of the Indian Copyright Act, 1857 as amended by the Copyright Amendment Bill in 2010. Four key questions are examined in detail and the author gives&lt;br /&gt; suitable recommendations for each of the questions that arise.&lt;br /&gt; &lt;a href="http://bit.ly/cJXSX8" target="_blank"&gt;http://bit.ly/cJXSX8&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Internet Governance&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Does the Government want to enter our homes?&lt;/b&gt;&lt;br /&gt;When rogue politicians and bureaucrats are granted unrestricted access to information then the very future of democracy and free media will be in jeopardy. In an article published in the Pune Mirror on 10 August,&lt;br /&gt; 2010, Sunil Abraham examines this in light of the BlackBerry-to-BlackBerry messenger service that the Government of India plans to block if its makers do not allow the monitoring of messages. He says that civil society should rather resist and insist on suitable checks and balances like governmental transparency and a fair judicial oversight instead of allowing the government to intrude into the privacy&lt;br /&gt; and civil liberties of its citizens.&lt;br /&gt; &lt;a href="http://bit.ly/dkVHoS" target="_blank"&gt;http://bit.ly/dkVHoS&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;UID Project in India - Some Possible Ramifications&lt;/b&gt;&lt;br /&gt;Having a standard for decentralized ID verification rather than a centralized database that would more often than not be misused by various authorities will solve ID problems, writes Liliyan in this blog entry. These blog posts to be published in a series will voice the expert opinions of researchers and critics on the UID project and present its unique shortcomings to the reader.&lt;br /&gt; &lt;a href="http://bit.ly/bOyBS8" target="_blank"&gt;http://bit.ly/bOyBS8&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Civil Liberties and the amended Information Technology Act, 2000&lt;/b&gt;&lt;br /&gt;This post examines certain limitations of the Information Technology Act, 2000 (as amended in 2008). Malavika Jayaram points out the fact that when most countries of the world are adopting plain English instead of the conventional legal terminology for better understanding, India seems to be stuck in the old-fashioned method thereby, struggling to maintain a balance between clarity and flexibility in drafting its laws. The present Act, she says, is although an improvement over the old Act and seeks to address and improve on certain areas in the right direction but still comes up short in making necessary changes when it comes to fundamental rights and personal liberties. The new Act retains elements from the previous one making it an abnormal document and this could have been averted if there had been some attention to detail.&lt;br /&gt; &lt;a href="http://bit.ly/croc9T" target="_blank"&gt;http://bit.ly/croc9T&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Feedback to the NIA Bill&lt;br /&gt;&lt;/b&gt;Malavika Jayaram and Elonnai Hickok introduce the formal submission of CIS to the proposed National Identification Authority of India (NIA) Bill, 2010, which would give every resident a unique identity. The submissions contain the detailed comments on the draft bill and the high level summary of concerns with the NIA Bill submitted to the UIDAI on 13 July, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/bhinUB" target="_blank"&gt;http://bit.ly/bhinUB&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Openness&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;Open Access to Science and Scholarship - Why and What Should We Do? The National Institute of Advanced Studies held the eighth NIAS-DST training programme on “Multidisciplinary Perspectives on Science, Technology and Society” from 26 July to 7 August, 2010. The theme of the project was ‘Knowledge Management’. Dr. MG Narasimhan and Dr. Sharada Srinivasan were the coordinators for the event. Professor Subbiah Arunachalam made a presentation on Open Access to Science and Scholarship.&lt;br /&gt; &lt;a href="http://bit.ly/ciohYy" target="_blank"&gt;http://bit.ly/ciohYy&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Civic Hacking Workshop&lt;br /&gt; &lt;/b&gt;CIS, with the UK Government's Foreign Office and the Cabinet Office Team for Digital Engagement, and Google India, is organizing a workshop on open data (or the lack thereof) and 'civic hacking'.&lt;br /&gt; &lt;a href="http://bit.ly/c3TF2t" target="_blank"&gt;http://bit.ly/c3TF2t&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h3 style="text-align: justify; "&gt;Telecom&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;'Containing Inflation' - A myth&lt;/b&gt;&lt;br /&gt; We need problem-solving, not confused rhetoric or misguided action, says Shyam Ponappa. The article was published in Business Standard on 7 August, 2008.&lt;br /&gt; &lt;a href="http://bit.ly/9frC8q" target="_blank"&gt;http://bit.ly/9frC8q&lt;/a&gt;&lt;/p&gt;
&lt;div id="_mcePaste"&gt; 
&lt;p class="MsoNormal"&gt;&lt;span&gt; &lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/about/newsletters/august-2010-bulletin'&gt;http://editors.cis-india.org/about/newsletters/august-2010-bulletin&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Access to Knowledge</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    
    
        <dc:subject>Telecom</dc:subject>
    
    
        <dc:subject>Accessibility</dc:subject>
    
    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>CISRAW</dc:subject>
    
    
        <dc:subject>Openness</dc:subject>
    

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    <description>
        &lt;b&gt;File&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/publications-automated/august-bulletin-2010'&gt;http://editors.cis-india.org/publications-automated/august-bulletin-2010&lt;/a&gt;
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    <description>
        &lt;b&gt;The CIS audit report for 2011-12.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/about/reports/audit-report-2011-12.pdf'&gt;http://editors.cis-india.org/about/reports/audit-report-2011-12.pdf&lt;/a&gt;
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    <description>
        &lt;b&gt;CIS audit report of 2009.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/accessibility/audit-report-for-2009-10.pdf'&gt;http://editors.cis-india.org/accessibility/audit-report-for-2009-10.pdf&lt;/a&gt;
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    <description>
        &lt;b&gt;CIS audit report of 2008-09.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/accessibility/audit-report-2008-09.pdf'&gt;http://editors.cis-india.org/accessibility/audit-report-2008-09.pdf&lt;/a&gt;
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        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/internet-governance/blog/audit-report-2010-11.pdf'&gt;http://editors.cis-india.org/internet-governance/blog/audit-report-2010-11.pdf&lt;/a&gt;
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   <dc:date>2013-06-20T11:48:08Z</dc:date>
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    <item rdf:about="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming">
    <title>Attentional Capital in Online Gaming : The Currency of Survival</title>
    <link>http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming</link>
    <description>
        &lt;b&gt;This blog post by Arun Menon discusses the concepts of production, labour and race in virtual worlds and their influence on the production of attention as a currency. An attempt is made to locate attentional capital, attentional repositories and attention currencies within gaming to examine 'attention currencies and its trade and transactions in virtual worlds. A minimal collection of attention currencies are placed as central and as a pre-requisite for survival in MMOs in much the same way that real currency become a necessity for survival. The approach is to locate attentional capital through different perspectives as well as examine a few concepts around virtual worlds.&lt;/b&gt;
        
&lt;p&gt;Virtual Worlds&lt;strong&gt;1&lt;/strong&gt; have been examined extensively for their capacities in creating simulated spaces for fun, play, and entertainment. Presently there is a trend in&amp;nbsp; research studies worldwide to focus on examining questions of informational labour, production, ownership, racism, and the currencies of trade. By drawing examples from the published works of some of the leading writers in this field , I explore these questions and their connections with attention currency and the attention economy&lt;strong&gt;2&lt;/strong&gt; in gaming. I posit attention currency as a third currency&amp;nbsp; in addition to virtual and real currencies in the ability in which it operates as a currency. Through the concepts put forth, an attempt is made for a reading of attentional capital, attention currencies, attention repositories, trades in attention, and the functions of attention as a currency in gaming economies besides a reading of&amp;nbsp; confluences in terminologies and application&amp;nbsp; and&amp;nbsp; to expand them to examine attention economies in gaming. The games examined for this purpose are wide ranging, such as Eternal Duel, Rising Era from the Fantasy RPG Genre, Travian, T.K.O from the RTS genre, and select and limited readings of and around WoW. All of these fall under the MMO genre.&lt;strong&gt;3&lt;/strong&gt;&lt;/p&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Edward Castronova is a professor at Indiana University and has prolifically written on virtual economies. His most prominent works are 'Synthetic Worlds: The Business and Culture of Online Games' and 'Exodus to the Virtual World: How Online Fun is Changing Reality' and has done extensive research and commentaries on the economies of virtual worlds and online games. His concept the 'Avatarial Capital' (Castronova 2005) is articulated in a similar manner as Human Capital&lt;strong&gt;4 &lt;/strong&gt;, and Cultural Capital.&lt;strong&gt;5&lt;/strong&gt; Castronova's Avatarial capital is approached as a set of non-material factors such as in-game knowledge, experience, growth, skills and other character related functions. Along the same lines as human capital and cultural capital, increases in the investments in Avatar Capital proportionally increases the power of the entity (p. 41 Castronova 2005 also refer p. 110-114).&lt;/p&gt;
&lt;p&gt;What would be ideally termed, in a broader fashion, as 'attentional capital' is articulated by Castronova as Avatar Capital in a minimalist manner, such that it can be argued that avatar capital forms an essential and basic part of attentional capital in gaming. Some concepts that are accepted as exemptions (real world problems – race, class, and gender – devoid in Synthetic Worlds) are addressed by Nakamura when she engages with questions of human capital and cultural capital in fantasy warfare games such as World of Warcraft (WoW). By examining concepts of production and segregation of production processes as well as organic systems of production and designed systems of production, an attempt is made to read racialisation of informational labour within virtual worlds in light of designed races, rather than real races and posit that other forms of racism and racial warfare exist. This in contrast to Nakamura's examination dealing with racial stereotyping of informational labour, particularly of the fourth world labour, an attempt is made to posit that racial and/or class warfare (not similar in the manner that Nakamura addresses racial warfare) is present and inevitable in any designed world that has characteristics of Role Play. I posit that such forms of racial warfare need not necessarily be examined as a proxy warfare among leisure gamers and worker gamers but as inherent in any fantasy construct that places racial choices as essential to imagining certain types of roles within the game.&lt;/p&gt;
&lt;p&gt;Lisa Nakamura is a professor in the Institute of Communications Research and Director of the&amp;nbsp; &lt;a class="external-link" href="http://www.aasp.illinois.edu/people/lnakamur"&gt;Asian American Studies program&lt;/a&gt; at the University
of Illinois, Urbana-Champaign. Her work revolves around questioning race, ethnicity, and identity in Virtual Worlds. Robbie Cooper who has written expansively on Avatar Identities and their relation with the real identities of gamers (and thus relevant to locating any shifts in attention trades) has been approached through secondary readings, reviews and a partial (limited preview) reading of the text, due to the availability or lack thereof of the text in question. By addressing avatar identities and their links to real world identities, connections can be made in the way attentional capital and attention currency interacts with, and between, virtual, and real world currencies. Although questions of the Virtual - Real Binary6 arise through multiple tangents, it is only examined as a part of discussing the Earth - Synthetic binary that Castronova uses. An attempt is made to clarify some of the terms which are common to this field and place them in perspective. The terms, their limitations and some binaries are juxtaposed for discussion. This is not to imply that Castronova cannot be used to read virtual worlds (or rather their economies), on the contrary his narrative becomes more central as his predictions on exponential growth and impact&lt;strong&gt;7&lt;/strong&gt; of virtual worlds (economies) are realized.&lt;strong&gt;8&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;By using these authors and their concepts, I posit that Attention can be read as a currency of transaction&amp;nbsp; that enables the survival of the player in virtual gaming worlds and at most stages forms a pre-requisite often similar to real world currencies – a basic amount of which ensures human survival. Drawn from the concepts of Goldhaber who posits that attention is an essential pre-requisite to human survival, I extend his reading to virtual worlds to locate the transactions in attention and attentional capital and how they influence the flows of attention as a currency – making a collection of attention currency essential to survival in a virtual world.&lt;/p&gt;
&lt;p&gt;In the following segments some of the terminologies, their dichotomies, and a commentary is made on the terms common to this area. The specific usage by these writers and the commentary is speculative, interpretative, and by no means a closed debate. I explore the terms and attempt to make connections with the attention economy in gaming and in the process explore the possibilities of expanding or broadening some of the terms.&lt;/p&gt;
&lt;h2&gt;Synthetic Worlds&lt;/h2&gt;
&lt;p&gt;Castronova (2005) describes Synthetic Worlds as[C]rafted places inside computers that are designed to accommodate large numbers of people. He goes on to describe Synthetic Worlds as the playgrounds of imagination being host to ordinary human activity. The only notable difference between simulated worlds in offline settings and online settings is that the latter can accommodate a large number of people. This definition basically stands for almost all online games, be they client-server, browser-based, persistent worlds,&lt;strong&gt;9&lt;/strong&gt; text based (also&amp;nbsp; MUDs&lt;strong&gt;10&lt;/strong&gt;),and many more where multiple users can engage with each other in an online setting, but by focusing on MMORPGs and visual superiority. Castronova in this process isolates multiple genres of games that are capable of social, political, and economic activity similar to that of graphically constructed worlds.&lt;/p&gt;
&lt;p&gt;On developing his thesis Castronova seems to suggest an undue emphasis on worlds that are graphically represented and superior (visually well defined and designed), and such games/worlds being viable synthetic worlds. Viability can be interpreted as the immersion of the player in the game as one factor. On the other hand the economic viability of the synthethic world could be another factor, economic in that there are active gold farming (termed secondary) markets in that game. In such a case synthetic worlds as a term is applicable to even non-graphical text based constructs that run online. Julian Dibbell's documentation of the LambdaMoo community reiterates a certain complexity in the textual construction of the synthetic world, even though it is not visually or graphically represented.&lt;/p&gt;
&lt;p&gt;On a similar note, virtual economic activity is not restricted to graphical worlds either.&lt;strong&gt;11&lt;/strong&gt; The economic activities and organizations that Castronova ascribes to these synthetic worlds are present in almost every virtual world (graphically or textually defined), where there is an aggregation of human activity and congregation of human avatars.&lt;strong&gt;12&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The possibilities of human economic activity both within the virtual world and the real world can be connected through an examination of gold farming. Depending on attentional capital (and the attentional repository of the entire virtual world) economic activity connects to real world trade as well. Here the popularity of the game and the ability of the secondary market to generate profits is paramount. Synthetic Worlds or in an expansive definition Virtual Worlds and the attentional capital and repositories of attention are examined that support basic forms of communication, social interaction and game play.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;In 'what is a synthetic world' an essay in Space, Time, and Play, Castronova, et al uses the term 'Synthetic Worlds' interchangeably with virtual worlds, the difference being a focus on the 'interconnections' between the two worlds. A reading of Castronova (2005), would suggest that his usage limited what synthetic (or virtual) worlds are capable and constitute of. By using Synthetic Worlds and Virtual Worlds interchangeably throughout this article, I intend to broaden Synthetic Worlds beyond Castronova's imposed limitations.&lt;strong&gt;13&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;When Castronova says that all synthetic worlds are MMORPGs, he has arguably limited the usage to only games that have an RPG element – furthermore, those with graphical clarity and representation. If say the Virtual World in question such as Eternal Duel were to be examined, it would not fall under what Castronova describes as a synthetic world largely because of its focus on a text based construction of Etheria. Interestingly, Etheria is not identified as a 'diasporic' homeland as much as the cities, the clans, or the game itself. In Eternal Duel, players tended towards their clans identity or the city they were based close to rather than 'Etheria' the Land itself. Unlike SL, WoW, and others where there is an identification towards the whole game 'land' such as a citizen of Lindenberg or Azeroth. Agreed that graphical constructions use visual aids to better connect with an imagined homeland, whereas the same immersive effect is restricted through text. Text based games such as these depend on the interpretative and subjective interpretations of the gamer to create, in the imagination, an idea of the homeland.&lt;/p&gt;
&lt;p&gt;Even though Castronova (2005) states that virtual worlds as a conceptual term is closed and synthetic worlds are more open and interconnected (such that its not possible to read them as sealed and separate disconnected systems), it is possible that synthetic worlds are in fact limited in that they are applicable to certain graphically functional and visual worlds (MMORPGs according to Castronova) by express definition.&lt;/p&gt;
&lt;p&gt;Perhaps it is relevant to look at MMORPGs as one among many other genres of online games, where there is a collection of avatars and a common synthetic world is constructed. Mizuko Ito in her documentation and usage of the 5thD project notes that the gamer and paired guide were able to construct 'micro-worlds' through narrative experiences of the real world in Simcity 2000, a city building simulation game. This construction of the micro-world was facilitated through a transfer of narrative experiences from the guide to the young gamer, through what is percieved as logical in the real world without actual knowledge of the scripts and algorithms behind the game that dictated its response. Reading micro-worlds as synthetic worlds has its own pitfalls and problems but such a reading is possible particularly when using the alone together phenomenon. Though an 'out of context' reading might be appropriate in an offline setting as well, where games have a sustainable&lt;strong&gt;14&lt;/strong&gt; capacity for immersion, the only failure, if any, would be evolution which is a predominant characteristic of virtual worlds in a massive setting.&lt;/p&gt;
&lt;p&gt;Whereas RPG games in an offline setting do not have any types of evolution that is sustainable, this feature is resultant of the 'massive' effect in online games, such that narratives of the game are constantly rewritten and brief, even short periods of disconnections leads to a narrative disjunct in the player, which may surface as a diasporic experience. Diasporic experiences here are similar to real world diasporic displacements in that there is a severance from the imagined 'homeland' of the avatar. A severance results in the displacement of the avatar. Evolution of the world is a prominent feature in any persistent or even a temporary time-bound world, where there is an aggregation of human interest. Constant human activity, economic, social, and political create narrative disjuncts in the timeline for those players who are removed from that particular community. MMORPGs have strong evolutionary elements drawn from and often ascribed to the massive element&lt;strong&gt;15&lt;/strong&gt; such that any form of change within virtual synthetic worlds are resultant of the activities of thousands of people participating in that world including their organization, collective achievements in the achievement hierarchies and engagement in their virtual worlds.&lt;/p&gt;
&lt;p&gt;There are often diasporic experiences faced by players on withdrawal from a community of gamers. The Uru Diaspora was one such – the diasporic effects were documented by Celia Pearce in Communities of Play. An extensive reading of identities, associations and severance of the homeland has been documented – examining concepts like the virtual homeland and association with the homeland such that there is a sense of rights and citizenship that arise out of this 'belonging', to eventually lead to a 'resurrection'. I would interpret diasporic experiences such as these as indicative of the immersive nature of the narrative architecture in an online game. Although the concept of the narrative architecture as one is largely applied to offline games, a confluence of human activity produces its own narrative, such that importing 'narrative architecture' to read into online spaces becomes possible.&lt;/p&gt;
&lt;p&gt;Castronova's suggestion that there are possibilities of a thriving parallel economy in and through secondary markets&lt;strong&gt;16 &lt;/strong&gt;makes it possible to locate avatar capital and by extension attentional capital more accurately. That is by terming avatar capital as a part of attentional capital, the outworld&lt;strong&gt;17&lt;/strong&gt; relevance of avatar capital and the possibility of attention flows functioning as a currency within virtual worlds and between the real world is made.&lt;strong&gt;18&lt;/strong&gt; It is possible to argue that Castronova implies certain attentional repositories when he posits that exploration, expansion, and advancement (p.110 Castronova 2005) are necessities to build up the player level, experience, and other intangible capital, which develops as the Avatar[ial] Capital, much in the same manner as Human Capital, Cultural Capital, and Gaming Capital (Pierre Bordieu's term 'Cultural Capital' is influential to both Castronova's 'Avatar[ial] Capital' and later Consalvo's 'Gaming Capital'). In the following sections, an attempt is made at approaching attention currency and its operations and positing attention as the currency of survival rather than the investments of either virtual or real world currencies.&lt;/p&gt;
&lt;h2&gt;Avatarial Capital, Attentional Capital, and the Repositories of Attention&lt;/h2&gt;
&lt;p&gt;Whereas Castronova places avatar skills and experience&lt;strong&gt;20&lt;/strong&gt; as 'avatar capital'
alone is limiting, in that the focus is on one avatar rather than a
set of avatars. This limit also manifests in the set of resources
that the avatar has access to, particularly attention, which changes
the accesses to resources in-world and out-world and effects the
production of attention currency in its turn. Thus, it is almost
cyclical in that attentional capital in repositories ensure survival,
 survival leads to greater activity and production in virtual worlds,
 which in turn gives greater accesses to in-world resources and
avatarial capital and  which then through the hierarchies of
achievement produces more attentional capital.&lt;/p&gt;
&lt;p&gt;Even though Castronova articulates the avatarial capital as a necessity (along with physical capital) for survival, he leaves out the relevance of ranking systems (that Hamari and Lehdonvirta (2010) posit as the achievement hierarchy) that seemingly organize a massive amount of data into statistically and graphically available information in almost every virtual world and through this activity build channels of attention. Attention&amp;nbsp; then flows in often unpredictable manners&lt;strong&gt;21&lt;/strong&gt; and ensures the survival of the player or avatar character in that game. Every game has a system that organizes seemingly irrelevant information on avatars to provide a daily statistical representation on growth, (re-)investment, level, experience, amount of virtual gold, player vs player and non-player character 'kills' . In some hierarchies attemtpted attacks and successful kills are also recorded and made public with a ratio in percentage, the time aristocracy that lehdonvirta 2005, 2007 addresses can be located by this percentage represented in the achievement hierarchy, and so forth in a ranked&amp;nbsp; hierarchy . Depending on the design and architecture of the game world (Synthetic Worlds), there may be detailed statistical data that provides for in-game information and players that are active, joined recently, completed a certain quest, requests assistance with another quest, etc., are news items that are filtered into general gameverse ranking, clan, community, alliance or group ranking.&lt;strong&gt;22&lt;/strong&gt; Central to the attentional capital and its flows are these gameverse&lt;strong&gt;23&lt;/strong&gt; ranking systems both internal to the game and external tools that pull data from the server to plot out potential targets for attacks, raids, and so forth.&lt;strong&gt;24&lt;/strong&gt; Metagaming, or influences on the game from outside the game and its rules, affects every scenario of gaming in some manner. Metagaming most often than not, dictates the attention of individuals and their investments in time and labour.&lt;/p&gt;
&lt;p&gt;For instance – Travian which is a popular MMORTS&lt;strong&gt;25&lt;/strong&gt; has an array of scripts, tools, paid services, external data aggregators – i.e., external to the game - that assist in finding other players/alliances and groups for warfare. Although the game itself has sufficiently developed communication and social interaction systems&lt;strong&gt;26&lt;/strong&gt;, players ranking 1-1500&lt;strong&gt;27&lt;/strong&gt;  most often use a variety
of external tools and IM programs to support their gameplay.&lt;strong&gt;28&lt;/strong&gt; Skype or MSN&lt;strong&gt;29&lt;/strong&gt; becomes preferred means of communication, coordination, and policy&lt;strong&gt;30&lt;/strong&gt; discussion – and this is not limited to one game server (Travian) whose example I am citing. The number ranges that have been chosen select players whose achievements ranking is comparatively in the top 10 – 20 per cent in terms of activity, presence, and by extension, economic activity, in an international server this number would be a maximum of 1500-2000 whereas on regional servers which witness lower members the number ranges of active gamers with a reasonable growth rate are fixed at around 500-1000. These players have sufficient amount of attentional capital invested in their game to join larger groups based on common cultural symbols and perceived commonalities, which may amount to social commonalities.&lt;/p&gt;
&lt;p&gt;Attentional Capital, though it draws from avatarial capital, is broader than just in-game related ranking.&lt;strong&gt;31 &lt;/strong&gt;Attentional capital (and attentional repositories, which makes attention the basic currency of survival) would ideally encompass a larger sphere including real life associations as well as virtual world associations and experiences&lt;strong&gt;32&lt;/strong&gt; Avatarial capital limits itself to the collection of intangible non-material capital within gaming worlds alone, there is very little discussion (by Castronova or Nakamura who uses avatarial capital) on the extent to which avatarial capital can be streched. If the term is indeed limited to single virtual worlds, a concept of consolidation of avatars (naturally avatarial capital), which occurs at multiple points should also be articulated in light of attentional repositories which allow for the aggregation of attention to reach the threshold required for survival (and thus trade, activity, and so forth). This is not constant but almost always in flux, a lack of investment for a short period would mean death gradual or instant, and depends entirely on the disposition and design of the game in question.&lt;/p&gt;
&lt;p&gt;Advancement and progression of an avatar is addressed by Castronova (2005) as the accumulation of the various forms of avatar capital within a virtual world enabling the 'avatar' greater access to the virtual world and the systems of production within the virtual world, defined or rather limited by a requirement&amp;nbsp; for progression. If the avatar grows, more accesses to the game's systems become available, stagnation on the other hand limits these accesses. In a collective sense the growth of a lot of avatars (in an MMORPG) collectively denotes the growth of a synthetic world. Thus, essential to the aggregation of Avatarial Capital as well as attentional capital is the evolution of a synthetic world. Evolution that may be incorporated into the design of the game but is also in a state of constant change and extremely dynamic. A stagnation in the growth of avatars (in a collective) has repurcussion s in the exchanges of attention, exchanges of virtual currencies as well as the collective attention that resides in a synthetic world.. Stagnation even in markets inflicts attrition that destabilizes the virtual world – a lack of attention could well mean the stagnation and eventual decay of the virtual world – this effect can be attributed to Illusory Attention and the decay of attention – for more refer Goldhaber (1997, and 2008). The evolution and advancement could be rapid such that a break from this world for even a short duration, may result in minor diasporic effects. A loss of contact with a community that has developed and evolved in absentia of the player-avatar and non-investment, either of time or resources by the player makes the narrative disjunct more pronounced.By narrative disjunct, I imply that the narrative of the player and the narrative of the community is not in tune, such that diasporic yearnings may be present even without the closure of the game world which is what transpired in Uru – The uru diaspora is documented very well by Celia Pearce and Artemesia in “Communities of Play: Emergent Cultures in multiplayer games and virtual worlds”, 2009 MIT Press. This narrative growth and subsequent disjunct captures the essence of persistent worlds and evolution within them most appropriately. Thus, Synthetic Worlds as a conceptual term is limiting rather than liberating as Castronova (2003, 2005) implies, even with its conceptual failings at achieving a state of 'inter-connectedness'&lt;strong&gt;34&lt;/strong&gt; with the Real World, Virtual World is a conceptually anchored term to articulate human activity in online gaming spaces, perhaps broader than synthetic worlds.&lt;/p&gt;
&lt;p&gt;Avatar capital can locate the influences of attentional capital. Castronova (2005) describes “the accumulated experience points and skills and attributes [as] &lt;em&gt;avatar capital&lt;/em&gt; ”, which is the advancement&amp;nbsp; through specific actions resulting in the growth or increment of non-physical capital of the avatar. What are the non-physical capital of the avatar? Non-physical capital is dependent on the design and genre of the game or MMORPG oriented games will have forms of character development that as represented as levels and stages, which when attained allows for further progression in gameplay. Some of these include but are not limited to the attributes, the skills, experience points, all depending on the design and model of the game world concerned. Empire building games on the other hand would design a different set of avatarial capital altogether.&lt;/p&gt;
&lt;p&gt;Avatar capital enables further progression in the game world and makes accessible quest lines&lt;strong&gt;36&lt;/strong&gt;, virtual goods linked to those quest lines, and higher growth, ability to gain more from attacks and so forth (The Sway of the stars as a Elvish&lt;strong&gt;37&lt;/strong&gt; race weapon grants additional gold income and experience points with each kill –&amp;nbsp; largely for NPC attacks, i.e., Non Player Character attacks, other weapons&lt;strong&gt;38&lt;/strong&gt; are preferred for PvP {Player vs Player} attacks). At this stage the attempt is not to examine the 'real' value attached to the weapon in a fashion that Castronova et al (2008) does, but to locate the attentional capital that is generated by the possession of such a virtual good which enhances avatar capital. Thus, an almost cyclical progression, I extrapolate this further when examining production. So, its possible to articulate avatarial capital as a small part of attentional capital and its collection in what I would term as attentional repositories.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Whereas the Physical Capital is juxtaposed as the virtual money or goods/items and rewards that the avatar earns as part of gameplay (and subsequent reinvestment of rewards), and is the distinguishing link between real and virtual currencies. The time that is invested in production of virtual goods and the subsequent investment in attention (as a currency) and attentional capital (as the non material investments – such as expertise and the abstract concept called experience) can be located in the growth in what Castronova terms as the Avatar Capital.&lt;/p&gt;
&lt;p&gt;Castronova et al (2009) examines the virtual world/synthetic world EverQuest and attempts a mapping of its economy. The authors attempt to read macroeconomic behaviours using real world definitions and attempt an economic mapping quite similar to how real world economies are mapped, the research concludes that real world patterns are present in virtual worlds and in the ways and means that virtual goods are traded. They examine the 'reality' of a virtual sword [Footnote: Please refer page 686, New media and society, 5, 11, 2009, the examination of the reality of the sword, similar to the painting 'this is not a pipe' points to reality of value associated with that object, an object that is considered unreal, non exitent in many terms, Michel Foucault also comments on issues of perception, reality, and the painting and its paradox of Rene` Magritte's painting “the Treachery of Images” 1929-30 – Foucault's focus on representation and simulcura is not necessary to interpreting castronova et al's reading of virtual reality and the real value associated with a virtual good. ] . Are they 'really real'? Castronova et al notes through their study that virtual goods often follow real world patterns and thus can be mapped with real world usages and affordances. Items are classified and graphically represented as furniture, food, clothing, accessories, collectibles and so forth. Castronova et al (2009) by noting that all virtual goods had certain real world categories, armour - clothing, food – what avatars ate and drank, furniture – solid items avatars kept in their huts (homes, etc), and so forth, locate the relevance and psychological value of virtual goods, even if they serve no 'real' purpose. They also noted that virtual worlds scarcely held items that had “no real world uses or affordances”. This is incidentally reiterated to some effect in the AVEA report, which also notes that the demand for virtual goods are a result of the designed spaces (Hamari and Lehdonvirta 2010). The attempt by Williamson et al (2010) and Castronova (2003, 2005) have been locating the shifts in 'Real Life' towards 'Avatar Life'. Castronova himself dictates that such a shift towards virtual worlds is inevitable and as discussed earlier, and although speculative, has materialized and noted by none other than Consalvo (2007) and Nakamura (2009).&lt;/p&gt;
&lt;p&gt;Returning to the discussion, the authors&amp;nbsp; note that currency is representational (The value of the paper currency we use is backed by gold from the treasury of the government), thus items and in-world currencies also serve the representational purpose and in trades against real currency indicate the investment of time and labour. Such that the value of a virtual good, or in some extreme gold farming cases the value of an avatar and character, are dependent on the time and effort that has been invested in its development and the level that it holds in the ranking statistics. A virtual good such as a sword may then indicate value associated with the time it would take to develop the sword. For instance: Race levels in the fantasy text-based browser game Eternal Duel require opals to gain race experience, Opals as a gem acts as any other gem in the game except that it cannot be traded and has to be earned through grinding, farming, mining, and similar other means that would require an investment in a great deal of time. Higher race levels bring higher access for each of the six races that are available in the game – the game in question is Eternal Duel [henceforth E.D.] and Rising Era. The elf&lt;strong&gt;39&lt;/strong&gt; race gets a higher healing rate after each activity related to production such as mining and attacks, whereas the human race gets a higher gold bonus, increasing the chances of each race to develop in its own course. The higher the experience level, the higher the chances of earning opals in attacks. Race weapons and armour provide added advantage in that any other activity of production would return higher returns for the investment of time. Thus, in the end, the value that is assigned to virtual goods where real money trades come into effect are:&amp;nbsp;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;That they denote an investment in time and labour which is saved in the means by which most virtual goods in gaming are acquired, and&lt;/li&gt;&lt;li&gt;The investment in the focused cognitive resources&amp;nbsp; termed as attention transacts as real value and by extension as currency. This would be one method of locating attentional capital.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Attentional capital when it performs the functions of a currency is also representational in that the value of the item (the virtual good – including any virtual item that can be traded including avatars) depends on the market listings, the time (invested in development of that virtual good) and associated 'illusory attention' (a term borrowed from Goldhaber to situate attention and its potential and capacity to act as a currency), which is traded against real money. This form of trade saves the time that is otherwise invested in the production of this item, thus saving the purchasing party a considerable amount of time, which is transacted for real currency. Such gold farming trades are also called as RMT (real money trades – noted by Nakamura p.5 who cites Consalvo p.149-150, also refer lehdonvirta 2005, lehdonvirta and hamari and lehdonvirta 2010), the AVEA report classifies MMORPGs as the first genre of RMT. Why is the representational aspect of currencies necessary? Very simply if real currencies are representational and 'acquires' (however, that may be interpreted) a certain amount of 'reality' such that value associated with the currency and the item can be balanced and traded. It is clearly possible to interpret attentional capital having similar potential to 'acquire' real value and then emulate the functions of a currency that can be transacted for goods. But is attentional capital the same as attention currency (or for that matter attentional repository)?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I posit that Attentional Capital and by extension Attentional Repositories are dependent on the construction (visual and textual) of the avatar, in-group or out-group racial, ethnic, cultural, and other means of identification, symbolic associations with a particular identity or group, or a perception of a common shared culture, this is similar to constructing communities and Derek Lomas (2008) uses Benedict Anderson's 'Imagined Community' to explore notions of associations (through self-representation) that can locate attentional capital in social networking.&lt;strong&gt;40&lt;/strong&gt; Lomas (2008) examines attentional capital that is built and developed through the elaborate constructions (including self representation) of profiles, through which there is an accumulation of attention (which is what I posit as the attention repository – a collection of attentional capital). The attention repository can be construed of as independent – associated to a player, or as a complex network of repositories that feed into each other through association, expression, and representation – as in a collective or a small group. Thus, the known/recognizable group identification of a particular player would mean a larger repository of attentional capital than a player with little or a lesser known group identification, even though that player may have a higher level of avatarial capital and physical capital to match. The repositories of the group would then feed into the attentional capital of the player, making identification (in-group, out-group, and so forth) easier and granting a certain amount of attention to the profile, which later results in an increased activity (and therefore, survival) in the concerned virtual world. On the notion of survival Goldhaber (1997) states thus:&lt;/p&gt;
&lt;div class="pullquote"&gt;“[P]ractically everyone must have some money to survive, so attention in some quantities is pretty much a prerequisite for survival, and attention is actually far more basic.”&lt;/div&gt;
&lt;p&gt;In a similar manner,&amp;nbsp; Goldhaber locates the relevance of currency (money) as 'the' essential pre-requisite for survival and suggests that attention is as relevant (if not more), I posit that attention in gaming (in all its capacities discussed earlier) is required minimally, as a pre-requisite amount, or what I would articulate as a threshold in the repositories for ensuring survival. This is where I propose that a threshold exits, which can be achieved or realized by the collection of attentional capital when there is&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;a certain amount built in the repository through what Castronova terms as Avatarial Capital&lt;strong&gt;42&lt;/strong&gt;, and&amp;nbsp;&lt;/li&gt;&lt;li&gt;the threshold limit is achieved through other associations or connections to other repositories.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;This is where the discussion earlier on the connections of attention repositories comes into clearer focus. These associations&lt;strong&gt;43&lt;/strong&gt; have their own repositories (not necessarily unintended when represented in player profiles)&lt;strong&gt;44&lt;/strong&gt;&amp;nbsp; and often these associations are capable of feeding attention into the players own repository.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The repositories of attention that I have explored and mentioned here are situated outside of the player avatars in other synthetic worlds, which is to say that there are – in some instances – multiple points of consolidation of avatars (and their repositories) to result in this threshold of survival being realized earlier without the collection of Avatarial capital. This is complex to articulate as well as demonstrate largely because it requires an in depth analysis, the data for which is nearly inaccessible (although, it is true that Castronova and his team were granted full access by Sony into their EverQuest Databases).&lt;/p&gt;
&lt;p&gt;The multiple points of consolidation of avatars implies the consolidation of their attentional repositories of multiple avatars in multiple similar or different (in terms of genre) virtual worlds. In gold farming practices most trades are dependent on this threshold for survival as well as trades, for the threshold limit in the attentional repositories also implies the point at which trade can take place.&lt;strong&gt;45 &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For instance, avatar A is present on server 1 &lt;strong&gt;46&lt;/strong&gt; but has in earlier periods taken part in other servers 1-'n' and these avatars would be A1-A'n', where n is the identifiable version of the avatar in any synthetic world regardless of classification.&lt;strong&gt;47&lt;/strong&gt; Server 1 being a new game, avatar A will have a very short threshold of attentional capital and avatarial capital – assuming that, as yet, there has been no or minimal investments of time and labour in the development of the avatar that results in avatarial or physical capital.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The repository of avatar A at this juncture will be minimal in that particular synthetic world. For transactions of A1 avatar (that is gold farming for that avatar as a 'virtual good') there has to be an aggregation of attentional repository, which should ideally realize a threshold. This is achieved either through association or inter-connectedness of social viral networks, such that there are higher chances of survival, and in the case of gold farming higher chances of trade. In the event that there is minimal avatarial capital aggregation in A1, the possibility of avatarial consolidation at multiple points still exist. The pre-requisite threshold is achieved not by investments in A, but the investments made earlier in A'n' which feeds into the repository of A1 and survival is ensured. The repositories A1-A'n' would have a consolidated repository that enables avatar A1 to either initiate trade (a real world trade) or equally ensure survival rests in this consolidated repository, which has achieved a certain threshold. Note that this theory of multiple points of consolidation of avatars is not a&amp;nbsp; common occurrence and is largely noticed in successful gold farming trades, and prominent players in any game server that incorporates avatar self representation through profiles, much like social networking profiles. The consolidated repository would mean that the threshold is reached at an earlier stage, than if the normal route of game play were to be taken where avatarial and non physical capital are built up.&lt;/p&gt;
&lt;p&gt;To substantiate with a real world example, SARSteam&lt;strong&gt;48&lt;/strong&gt; is present on at least 2 of the 10 Travian international servers and is familiar with 8ag.&lt;strong&gt;49&lt;/strong&gt; Both having served in common and prominent alliances in multiple Travian servers for a considerable period of time, such that each ensure the others protection, if and when, by chance, they are present in nearby strategic locations in any server. In any new server &lt;strong&gt;50&lt;/strong&gt; a chance encounter would mean that either player would list a PNAP&lt;strong&gt;51&lt;/strong&gt; in their profiles naming the other. This connection takes place regardless of actual contact and negotiation for a PNAP and ensures that the other multitudes of players planning an attack are made aware of strategic connections that the player possess to his advantage thus enabling a further exchange of attentional capital against illusory attention. Players viewing the PNAP and alliance markings, tags, and so forth will cease offensive strategies. As Goldhaber (1997) states there is always an exchange of illusory attention in such cases&lt;strong&gt;52&lt;/strong&gt;, attention may be seen as flowing in both direction when in actuality attention flows are unidirectional compensated by Illusory attention. Lomas (2008) suggests that attention flows are regulated by self representation through profile pages and in the gaming context the same is true. Self representation is deliberative (also noted by Lomas 2008) and by representing selective information an attempt is made at controlling the attentional flows from that profile. For instance, in E. D. listing a mine's quality in&amp;nbsp; the profile page might enable other players to invest their time and labour at mining so as to make a profit and to 'mine out' the mine and thus also make a profit for the owner.&lt;/p&gt;
&lt;p&gt;In both the instances above, the focus is on one or two players and in such an out of context state, attention repositories and the threshold of trade and survival do not seem relevant, add to this the sheer numbers of an MMO and viral connections in an ever increasing spiral and attention repositories and the threshold becomes an essential part of survival in gaming and trade in gold farming.&lt;/p&gt;
&lt;h2&gt;Markets and Synthetic Worlds&lt;/h2&gt;
&lt;p&gt;In this section an attempt is made to read into trading and markets for virtual goods in synthetic worlds and outside of it thereby attempting to place secondary markets and their assumed or presumed legality and/or some form of incorporation into the regular internal market of the game. This would&amp;nbsp; make reading production and segregation of production more accessible later on. Castronova (2003, 2005) does not directly engage with describing the secondary market in Synthetic Worlds, although the market activities that he points out – such as selling game goods on online auction sites (p.16), GNP of Norrath (the country in EverQuest – Sony) being higher than the per-capita income of India and China (p.19) – are activities that connect the internal game markets to the external ones, namely the secondary market, or more commonly known and accessible as the gold farming markets. Are gold farming markets the same as secondary (as external) markets , how are they different from the primary (internal) markets? Almost all secondary markets are external auction markets such as Ebay, or more formalized gold farming trade markets such as Virtualeconomies.net, agamegold.com, myMMOshop.com, gamegoldcentral.com and many others collectively form the external trading markets and economic organizations in the real world that profit from virtual labour and investment (in time and real money). Gold farming also takes place through listings in from forums to social networking sites and gold farming in India largely thrives through such listings. Dibbell (2006) notes the emergence of brokers, traders, and a multitude of intermediaries in the professional transactions of virtual game gold. The AVEA report corroborates thus:&lt;/p&gt;
&lt;p class="callout"&gt;[It is] now possible for any player, no matter how experienced or inexperienced, dedicated or casual, to obtain high-ranking avatars and possessions simply by purchasing them from a website. Virtual goods were commodified.&lt;/p&gt;
&lt;p align="left"&gt;&lt;strong&gt;- AVEA report 2010 p.11&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The core feature(s) of synthetic worlds as Castronova puts it would be applicable to any immersive environment such that his definition is applicable to most games particularly the ones recently released such that those functions are no longer limited in Online Gaming but contributes to the Alone Together phenomenon as well. Castronova states these worlds as "worlds—the fact that they are radically manufacturable places that can be shared by many people at once." The manner of sharing of worlds from a distanced perspective makes it possible to read some synthetic worlds as offline games that are shared in online spaces not directly with other players but as hinted earlier through the achievements hierarchy that is constructed online, even though actual gameplay is strictly offline. For instance, the recent release of games such as Mass Effect, Dragon Age, The Witcher, and many more allow for a certain type of alone together phenomenon which takes place through forum posts, player profiles, and&amp;nbsp; discussions. Note that although there is no online gameplay, similar effects of online gameplay are reflected in the statistics that appear online and create an achievement hierarchy regardless of online activity. Although attentional capital plays a role in such spaces, there is very little connections to survival and team play that it results in.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;Immersion and Immersive Environments - A Different Perspective&lt;/h2&gt;
&lt;p&gt;Immersive environments can be considered as emotionally invested spaces, spaces where there is a investment in the character as well as the synthetic world. Ethnographic interviews point to immersion being a key motivator for role playing games. Role Play or games that implemented certain elements of role play.&lt;/p&gt;
&lt;p&gt;Immersive environments are often described as the emotional investments that the player makes in the character or the game environment. Turkle (1995) describes role play as the practice of pretending to be someone else within a fictional space.&lt;/p&gt;
&lt;p&gt;The reinvestment of virtual physical and non physical capital enables the avatar better access to production and production capacities. This is manifested dependent on the design of the synthetic world and almost any item can be assigned a value. Castronova (2005) notes thus:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;“The advancement system can be used to induce a player’s emotional investment in all kinds of actions. It can endow seemingly trivial and inconsequential acts—the slaying of a digital dragon—with significant personal and social consequences. Prestige shifts; alliances change; power and wealth flow in new channels; and, most important of all, people feel happier. In the historical record of MMORPGs, the willingness of people to acquire vast storehouses of truly arcane knowledge (the casting times of hundreds of spells; the order of birth of various gods; the number of iron ingots required to make a medium-quality dwarven hammer) has been demonstrated over and over. Advancement mechanisms turn the synthetic world into a place where value can be assigned to anything, and behaviour directed accordingly. ”&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;The emotional investment that Castronova notes through the investment of virtual and real resources in advancement, is probed into by Williamson et al. (2010, in print). Williamson et al suggest through their hypothesis that immersion may take on two (central) functions -&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;that of a journey for the player to discover their 'true self', through a character constructed in role play as a space for role freedom, and &lt;br /&gt;&lt;/li&gt;&lt;li&gt;as a means of escapism.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;On a superficial reading both hypotheses seem very similar, Williamson et al distinguishes these two features using an ethnographic approach. Players who engage in the first central element describe virtual worlds (refer Williamson et al 2010, in print) as a space where they can express which is otherwise socially constrained offline. To paraphrase a quoted comment, a player feels they can be anything they want in&amp;nbsp; role-play whereas in real life they are who they are. Another player feels that their Avatar is similar to their&amp;nbsp; real life but is capable of doing or being more (flirty, casual, and outgoing) than they are in their real lives. Williamson et al support their second hypotheses on immersion, namely as a means of escapism by using ethnographic studies. Players focus on the Virtual World as something to 'get away' from real life hassles, largely all comments that Williamson et al notes are positive, as such there is no indication if there were any connotations of addiction involved with immersion. Not an avoidance of real life situations but more in terms of relaxation, rest, a break and so forth. In fact Williamson et al seem to be moving away from such connotations by making this remark. Although I do not want to address questions of addictions and violence arising out of excessive gaming, these arise out of some of the discourses I point out. More can be found in the works of Florence Chee. The &lt;a class="external-link" href="http://www.sfu.ca/cprost/docs/InteractiveConvergenceCheeSmithCh92005.pdf"&gt;article in particular&lt;/a&gt;&amp;nbsp; can be accessed &lt;a class="external-link" href="http://florencechee.blogspot.com/"&gt;on her page&lt;/a&gt;. Henry Jenkins and his stand on immersion has been addressed in an earlier blog post and would be relevant when addressing immersion in role play (and RPGs) in offline games.&lt;/p&gt;
&lt;h2&gt;The Segregation of Production&amp;nbsp; - Reading Nakamura and Racial Production&lt;/h2&gt;
&lt;p&gt;Lisa Nakamura provides an insight into reading racial stereotypes in virtual worlds and posits that&amp;nbsp; subjects carefully avoid real world racism, and racial references shifts into narratives of racial warfare in the imaginary world. Nakamura problematizes the informationalized capitalism that constructs Asian players as informational labourers and outsiders to the aesthetic integrity of the world of warcraft that the beauty of the game has somehow been polluted or tarnished by third world and fourth world informational labourers.&lt;/p&gt;
&lt;p&gt;Nakamura addresses the informational dispossession of fourth world workers and gold farmers in particular and the real world racism that is inherently present in the caricaturisation that follows informational labour. She compares Consalvo and Castronova to discuss racialization, among other social evils, which as far as Castronova (2005)&amp;nbsp; describes is ideally exempt from virtual worlds.&lt;/p&gt;
&lt;p&gt;A strong focus on racialization in the real world being imported into virtual spaces and the connotations that accompany farming or for that matter how race becomes a derogatory insult in communities that have farming cultures is present. This takes the form of (almost) imagined racial warfare in virtual worlds and Nakamura attempts to locate this in light of Chinese (and Korean) informational labour and gold farming. The derogatory connotations associated with Chinese (and Korean) players as stereotypical farmers, and thus contaminated where the aesthetic integrity of MMO worlds are concerned (Nakamura substantiates using Consalvo, p. 6). Gold farming except for legally accepted modes are considered as cheating. Consalvo points out that cheating need not be approached as a flaw or weakness in the game design that is exploited or circumvented by players, rather cheating is an inherent part of gaming culture and is a necessary element that contributes to sustained immersion.&lt;/p&gt;
&lt;p&gt;One problem would be the actual produsage of virtual goods that are dependent on racial factors that often separate production and consumption. This form of segregation of production on racial and accumulated avatarial terms would lead to a more nuanced reading of production on racial factors. Produsage is a term recently used in the New Media and Culture Journal to locate the production and simultaneous consumption on the Internet in the larger picture. In the virtual world produsage can stand for the production and consumption patterns of virtual worlds – a detailed report on the same has been recently published by the Advanced Virtual Economy Applications Project in conjunction with the Helsinki Institute of Information and Technology.&lt;/p&gt;
&lt;p&gt;Is produsage similar to prosumption, the convergence of production and consumption in social media? Whereas produsage is limited to examining the dissemination of content and the engagement with creative, collaborative, and often adhoc content, prosumption is more applicable in the virality of that content through the networks that it flows through. I would interpret the former as being form and style specific and the latter architecturally informed in that the structures of technology through which content flows rather than the form of the content is given more weightage.&lt;/p&gt;
&lt;p&gt;An examination of avatarial capital and its influences on racial production leads to the flows of attention that influence production processes. Influencing production in a systematic manner, attention as a currency dictates the prosumption of virtual goods. The AVEA report notes MMORPGs as the first genre in RMT (Real money trades). Although the AVEA reports literature focuses on 'Game Time' investments in grinding, mining, and farming – repetitive tasks that produce avatarial material and non material capital. A distinction should be made that the Game economy is not dependent on time factors alone, such that the investments of virtual and real money does not always translate into time spent in the acts of virtual production. Attention often mediates this process, such that the flow of attention would effectively enhance a player of low net worth (materially) and disenfranchise players who have invested time, effort, and money in the game and have a higher net worth in material functions. Virtual material wealth and non material wealth plays very little role in the enhancement and disenfranchisement of players and their respective investments in the virtual worlds. This is not to suggest that this is a common norm, production inevitably draws attentional capital in the automated ranking and listings that showcase this 'achievement', which also results in contest and conquest over command on virtual commodities. The AVEA report and works by Lehdonvirta (Ville) and Hamari (Juho) interpret the achievement hierarchy that those who have worked, deserve the fruit of their labour.&lt;/p&gt;
&lt;p&gt;Avatar rights&lt;strong&gt;53&lt;/strong&gt; and the Declaration of the rights of avatars are tied into the concepts of this achievement hierarchies that Hamari and Lehdonvirta uses and their materialization, if you will, in real value. Production and time are classically linked through labour and effort and to import that reading into a virtual space devoid of certain nuanced reformulations would be regressive. This is reflected in the AVEA report findings, although their trajectories are ideologically motivated. To posit that early MMORPGs had an achievement structure through which players steadily climbed the backbone of social and economic structure destabilized by the emergence of secondary markets is highly problematic. Firstly for it locates an evolutionary trajectory, the idyll (almost echoing of a Christian pre-lapsarian) state followed by the fall, so to speak, or destabilisation of the idyllic aesthetic beauty and 'integrity' by secondary markets or gold farming markets and resellers – Nakamura (2009) reiterates this perceived violation of 'western' aesthetics by eastern guest works and informational labourers. Secondly it locates all investments as a simple matter of time investment (which flows in either/both way), and to locate the connections between real and virtual currencies as simple matters of produsage or prosumption linked to time (whichever term seems more appropriate, i.e., depending on the form of content or the structure that enables its flow – naturally please read content also as virtual content, digital content, and so forth inclusive of virtual goods and services) is limiting and problematic. The problematics are not the input of time and effort but the flow of attention that dictates most gameplay formation&lt;strong&gt;54&lt;/strong&gt; and strategy in any game that has a massive environment with a PvP structure. In intense-PvP-character focused MMORPGs such as Eternal Duel the avatarial capital are a) different parameters central to role play and character development and b) dependent on racial choices that allow for different progression pathways.&lt;/p&gt;
&lt;p&gt;Nakamura notes that “China-men” are often equated with NPCs or non-player characters whose only role in the game is either grinding, or providing information and equipment. Grinding is a repetitive task, largely of killing monsters again and again to gain items, currencies, and experience in-game. By equating NPCs and Chinese players together, PvP attacks becomes nothing more than 'taking a stroll in the wilderness' and attacking 'monsters'. People who are profiled as Asian, either through their avatars or through their actions, mannerisms, associations and so forth (earlier I made an argument on in-group and out-group associations that facilitated certain forms of attentional capital flows, note that both negative and positive flows are possible). Such profiling along with informational labour dehumanizes the subjects as mere characters in a racial war. I posit that outworld racism, racist tendencies, and remarks such as that noted above and documented by Nakamura becomes only one half of racial production and game play in virtual worlds. Most fantasy genres are built on concepts of warfare with often racial connotations, such that survival, quest progression, and the accumulation of avatarial capital depends on the imaginary, constructed, and designed racial warfare in virtual worlds. All MMORPGs have some element of conflict, warfare which is often a part of design. Survival is not just a matter of survival in harsh game environment but also from other avatars. Survival also depends on the ability of the avatar to exercise command over other goods and services within the virtual world.&lt;/p&gt;
&lt;p&gt;This ability to command better resources in the virtual world dictates the survival of the avatar and in cases of warfare (constant struggle is an element of MMORPGs and warfare is the eventual representation of that struggle) the more virtual goods that an avatar commands, the better its chances of survival.&amp;nbsp; Although a commentary of Nakamura's text, an attempt is made to locate instances where attentional capital and its accumulation need not necessarily assist survival in the game.&lt;/p&gt;
&lt;p&gt;Racial production or what I would posit as the production of virtual goods dependent on race in MMO Fantasy RPGs is dependent on the attentional shifts that are regulated by the games own internal market ranking systems. What the AVEA project report terms as the achievement hierarchies, for the hierarchy or ranking is not singular but varied and distributed across multiple aspects of development in a game. These hierarchies also facilitate shifts in attentional capital and its flows (other than self representation through profiles and avatars) and locate racial characteristics of an avatar and achievement hierarchies linked to race. For instance, ED ranks players based o their race choices, for all six races in the game with race trophies being awarded to the first three in the list. The trophies are much sought after for the bonus-benefits that they provide. This leads to a form of racial warfare, within the races - for the race trophy, and outside the races for higher achievement ranking. Quests which&amp;nbsp; require the collection of one soul from each race for access to higher capability weapons have players in a constant state of warfare. Attentional capital here dictates the production, often racial production in that the high level weapons, armour, and other virtual goods that are produced are race specific. Often players tend to speculate and buy race weapons only to resell in the internal market after making enhancements to it, even though the weapon or armour itself is quite useless in terms of race compatibility. A look at the top seven race weapon internal market listings in ED and comparison with the players character profiles and race choice will show that four out of seven players have listed weapons they cannot use or equip. Race armour and other weapons have similar statistics in the internal markets in that most are not items of use by players but for speculation general compatibility armour on the other hand has very few players investing in major enhancements. Their efforts at producing these weapons and enhancing them is to speculate on the market and on possible players who will need them as they progress to level 300, and thus make a considerable profit by selling it, or renting it out through an in-game contract system.&lt;/p&gt;
&lt;p&gt;In conclusion I also introduce the concept of class production and game world race production of virtual goods and items, such that character race plays a relevant part in imagined racial warfare but not so much in the production of virtual goods, which is driven by market demand and supply. Attentional capital and avatarial capital plays pivotal roles in the systems of production and I have made an attempt to locate them from different perspectives. I posit that attentional capital flows through the self representation in profiles and the ingroup and outgroup identitification along with associations to race, class, and identity which are not necessarily outworld alone. As Nakamura (2009) notes there are no real world races in virtual worlds but the image of the farmer has been associated with real world Chinese and Korean players such that it forms a basic dichotomy between leisure players and worker players, worker players who are dehumanized subjects similar to non player characters run by the artificial intelligence of the game. Attentional currency through many of these perspectives performs the role of a currency that facilitates or enables further progress and survival. Trading in race weapons and armour and virtual goods, that are of no other interest to the game character than pure profit, assists the collection and expansion of other forms of material and non material avatarial capital.&amp;nbsp;&amp;nbsp;&lt;/p&gt;
&lt;h3 align="JUSTIFY"&gt;References&lt;br /&gt;&lt;/h3&gt;
&lt;ol&gt;&lt;li&gt;AVEA Project Report. (2010). The Advanced Virtual Economy Applications Project, Helsinki Institute of Information Technology, Accessed June 12th 2010. &amp;lt;http://virtual-economy.org/files/AVEA%20Project%20Final%20Report%208%20June%202010.pdf&amp;gt;.&lt;/li&gt;&lt;li&gt;Castronova, E. (2003). &lt;em&gt;On Virtual Economies&lt;/em&gt;, in Game Studies: The International Journal of&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Computer Game Research. Vol 3. Issue 2.&lt;/li&gt;&lt;li&gt;Castronova, E. (2005). Synthetic worlds: The Business and Culture of Online Games. Chicago: &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; University of Chicago Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Castronova, E., James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross and Will Ryan. (2007). &lt;em&gt;What is a Synthetic World?&lt;/em&gt; In Space Time Play Computer Games, Architecture and Urbanism: the Next Level. Birkhäuser Basel (p. 174–177).&amp;nbsp;&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Castronova, E., Dmitri Williams, Cuihua Shen, Rabindra Ratan, Li Xiong, Yun &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Huang, and Brian Keegan. (2009). &lt;em&gt;As real as real? Macroeconomic Behavior in a Large-scale Virtual &amp;nbsp;&amp;nbsp;&amp;nbsp; World&lt;/em&gt;. New Media &amp;amp; Society. 11. 685. Accessed 22 April 2010. &amp;lt;http://nms.sagepub.com/cgi/content/abstract/11/5/685&amp;gt;.&lt;/li&gt;&lt;li&gt;Consalvo, M. (2007). Cheating: Gaining Advantage in Video Games. Cambridge: The MIT Press. &lt;br /&gt;Cooper, R. (2007). Alter Ego: Avatars and Their Creators. London: Chris Boot. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Dibbell, J. (2006). Play Money. New York: Basic Books.&lt;/li&gt;&lt;li&gt;Davenport, T. H., &amp;amp; Beck, J. C. (2000). Getting the attention you need. Harvard Business Review, 78(5), pp. 118-126.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Davenport, T. H., &amp;amp; Beck, J. C. (2001). The attention economy: Understanding the new currency of businesses. Boston, MA: Harvard Business School Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Goldhaber, M. (1997). The Attention Economy: The Natural Economy of the Net.&lt;/li&gt;&lt;li&gt;Hamari, J., and V. Lehdonvirta. (2010). Game Design as Marketing: How
Game Mechanics Create Demand for Virtual Goods, in Journal of
Business Science and Applied Management. Vol 5. Issue 1. Accessed 21
May 2010. 
&lt;/li&gt;&lt;li&gt;Lehdonvirta, V. (2005) Real-Money Trade of Virtual Assets: Ten Different User Perceptions. In: Proceedings of Digital Arts and Culture (DAC 2005), 52-58. IT University of Copenhagen: Copenhagen. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Lehdonvirta, V. (2007) MMORPG RMT and sumptuary laws. Virtual Economy Research Network. &amp;lt;http://virtual-economy.org/blog/ mmorpg_rmt_and_sumptuary_laws&amp;gt;. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Lomas, D. (2008). Attentional Capital and the Ecology of Online Social Networks. In M. Tovey (Ed.), &lt;em&gt;Collective Intelligence&lt;/em&gt;, (pp 163-172) Oakton: EIN Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Nakamura, L. (2009). &lt;em&gt;Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft&lt;/em&gt;, in Critical Studies in Media Communication. Vol 26. Issue 2. Accessed 12 Feb. 2010 &amp;lt;http://www.informaworld.com/10.1080/15295030902860252 &amp;gt;.&lt;/li&gt;&lt;li&gt;Simon, H. A. (1971). Designing organizations for an information-rich world. In M. Greenberger (Ed.), Computers, communications and the public interest (pp.40-41). Baltimore, MD: Johns Hopkins Press.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Williams, D., T. Kennedy &amp;amp; R. Moore (2010, in press). Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs. &lt;em&gt;Games &amp;amp; Culture&lt;/em&gt;.&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Virtual Worlds Research Project {VWRP} has conducted extensive studies and workshops on defining virtual worlds – three main prominent characteristics of which are depiction, space and analogic – for more please refer their report published and&lt;a class="external-link" href="http://worlds.ruc.dk/archives/2891"&gt; freely available&lt;/a&gt;.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Attention economy was first implied in the works of Simon H.A (1971) who focuses on the exchange of attention as a relevant factor in the information economy – that the resource that is made scarce is not information but attention expended in its consumption is one of the seminal points made by Simon H. A. The term although was popularized by the writings of Davenport and Beck 2000, 2001 and Goldhaber 1997, 2008. For more details for the “&lt;a class="external-link" href="http://goldhaber.org/blog/?p=197"&gt;attention economy hypothesis in brief&lt;/a&gt;”.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Three kingdoms online is a merger of MMORPG and MMORTS with a focus on Real Time Strategy similar to Travian. World of Warcraft is a classical Role Playing Game Set in the Massive Environment where millions of players can join in a game – Which is what is termed an MMORPG. Eternal Duel and Rising Era are Text Based MMORPGs that have a smaller base and depends entirely on textual and not graphical representation.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although similar to Peirre bourdieu's (Bourdieu and Passeron 1973) concept of human capital, it involves the examination of non material gains that are linked to an avatar, such as in-game experience, in-game knowledge and so forth.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Refer Bourdieu and Jean Claude Passeron &lt;strong&gt;"Cultural Reproduction and Social Reproduction" (1973)&lt;/strong&gt;.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Virtual - Real Binary has been addressed in many disciplines in different capacities, concerning identity, presence, production, and labour. Here I skirt the actual binary but use it to lend credence to the virtual currency and by extention also the attention currency.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;What Castronova would like to term as part of&amp;nbsp; 'the exodus'.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Nakamura and Consalvo note this limitation in different manners and points to the realization of Castronova's speculative predictions.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Either browser- or client-based.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;MUDs stands for Multi-user Domain.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The term graphical worlds may be misleading, I use the term to denote the visually superior worlds that Castronova&amp;nbsp;&amp;nbsp; seems to imply as Synthetic Worlds, his main case study being Sony's EverQuest. Doing this I also posit that text based virtual worlds are active economically, even if not as much as graphical worlds, and the term synthetic worlds can be expanded to include the text based genre as well.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;As against NPCs or non player characters.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;And thus subjective in nature.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;By sustainable I suggest that immersion (emotional or otherwise) in the game world does not face massive disjuncts or breaks. A game that has a cohesive narrative architecture (please refer Jenkins works on narrative architectures) could be immersive.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The 'massive element' is used to locate some central points of departures between RPGs and MMORPGs, evolution being one of them.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Also defined as gold farming markets, there are some questionable problems is definitions due to legality, concepts of cheating and so forth. Mia Consalvo (2007) approaches cheating as part of gaming culture and admits that even EULAs do not sufficiently address what activities and circumventions maybe regarded as cheating and how exactly that affects some players. Some players have the ability to pay for farming services, but that does not necessarily mean its cheating, since he is still investing labour (through a process of outsourcing of that labour) into the game.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;This term is not common, I use this term outworld synonymously with out-game, and as a antonym to in-game and inworld. The term implies activities within the game and its impact, influence, or some other variable that is outside of that game mostly in the real world. Thus, although technically, these terms are not synonymously cohesive - for the purposes here is used as such.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although Castronova urges that there is an impact of synthetic economies on real world economies, I believe locating the attentional capital and its function as a currency within virtual worlds and its shifts and flows effected through real world stereotypes, uses, and affordances (as Castronova himself notes that there are very almost no virtual goods that do not have some form of real world categorization and uses and/or affordances), can be located through gold farming as a trade practice.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Can attentional capital also be read as linked to “all” non-material capital?&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Presuming that they are obtained within the game and not through metagaming, Castronova does not examine metagaming in this manner except to locate gold farming practices that he terms as secondary market activities.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Considering that social and viral networks and their effects can be often hinted at but rarely predicted beforehand. Without sufficient avatar capital, there may be very little attentional capital and trades in attentional capital that ensure survival in any game. As such predicting outcomes based on possible attentional capital can be unproductive.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Depending on how communities and groups are
organized in the game world. They could be limited to 60 as in
Travian, or above 200 as in Eternal Duel, depending on certain
circumstances membership is also often limited, a reason why
attentional capital of high performing groups stay well above the
threshold of survival. Almost all groups will have internal
communications, IGM – In-Game Mailing/Messaging, internal or
devised chat functionality – for instance   Travian has a server
chat that accommodates players of the clan but is rarely used, Skype
is preferred and if not Gtalk and Msn is preferred means of
communication and strategizing as well. This is noticeable in
International .com servers and the English .in servers, as for other
servers this may not hold true. Eternal Duel also has chat
functionality but is not clan specific. Both games have their own
internal forums for the clan pages as well as game support forums
internationally and regionally.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Also termed Metaverse where factors external to the game influence the game – practices that are termed as metagaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although at this juncture Bots and their usage should be explored, it might derail the argument on attentional capital flows. Automated programs are forms of circumventions that are often banned in the TOS and EULA of the game, but still used by many players. Multihunters or staff of the game working specifically on detecting circumvention arose out of modding and circumvention. Consalvo explores cheating to a fair amount and places cheating as a part of game culture, such that it allows players who are stuck at certain points to bypass the narrative requirement to complete a certain quest, do a certain activity and so forth. Therefore, she places cheating not so much as loopholes in design exploited by circumvention rather an essential part of a game in its ability to maintain, or sustain immersion.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Massively Multiplayer Online Real Time Strategy is a subdivision of games that focus on Empire building in a persistant or resetting massive environment.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Technologies that facilitate communication and interaction are necessary for any forms of trade and activity to develop online. An ingame messaging system, a contract system, in-game chat functionality make up for synergized communities that can strategize better in such games.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;This ranking range depends entirely on the server and the number of people playing the game. The range denotes the highest investors in the game, in terms of activity, presence, and production. These number ranges&amp;nbsp; are applicable for the international .com travian servers. The numbers would be much lower compared to Indian or other regional servers. A report can be obtained on Travian World analyzer but is limited to server resets – every 300 days for normal servers. &lt;a class="external-link" href="http://travian.ws/"&gt;http://travian.ws/&lt;/a&gt; - note that this is not the original travian site or in any manner supported by travian or their staff, but an external site that aggregates travian data for assistive gameplay.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Gathered from the Travian Forums and Strategy guides. The exact tools are numerous including user scripts and is not elaborated further.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Both are Chat and Instant Messaging Clients.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Policy here implies in-game production - From basics such as War and Peace to profit sharing, production sharing, resource collection for common growth and so forth.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatar capital is largely represented in the player profile page or in the in-game ranking system or external tools that pull data off the server to provide ranking and player search functionalities. One such case would be the extensive in-game ranking systems in Eternal Duel a text-based fantasy MMORPG, another instance would be Travian Servers which run on time bound resets and has extensive external tools to locate, plan, and strategize ideal locations, attack maneuvers, defense, farm finders and so forth. These systems act in the ways attention flows from particular activities that avatars undertake.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Attentional currency as the currency of survival is part of the paper
currently in a draft version and will be linked on my personal blog
when published.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatrial death naturally.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Castronova suggests that the term is more
appropriate as it indicates an interconnected relationship that is
not part of the real- virtual binary.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Quest lines would be particular pathways that a player character/avatar can choose for development depending on racial attributes experience points and so forth. For example, the Sway of the stars in a High eld RW1 (Race weapon 1) which is available after crossing a certain level (indicated by experience points gathered). Note that all of this is dependent on the virtual world and the design and plot of the world concerned. The example is taken from Eternal Duel.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Quest lines would be particular pathways that a player character/avatar can choose for development depending on racial attributes experience points and so forth. For example, the Sway of the stars in a High eld RW1 (Race weapon 1) which is available after crossing a certain level (indicated by experience points gathered). Note that all of this is dependent on the virtual world and the design and plot of the world concerned. The example is taken from Eternal Duel.&amp;nbsp;&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The game does not name the weapon as elvish, rather it is just termed as a high elf race weapon. The word Elvish is not particularly popular either for some reason.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Which are also virtual goods. In the paper macroeconomic behavior in large scale virtual worlds, the authors attempt to locate if the virtual 'sword' can be considered as having 'real' value.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;or the Elven Race, one of the race choices when building a character. Race choices in character building has benefits including race weapons, race specific growth benefits and so forth, all of which are tied into the production of avatarial capital and indirectly attentional capital.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;His study is on social networks, particularly Myspace.com, but can be used to read into attentional capital in gaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;And hints at the reduction of identities into interests where self representation is concerned.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;I would choose to expand this concept and make it broader so as to make it applicable to other social networks and is not limited to gaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Such as&amp;nbsp; ethnic, cultural, racial, to form an in-group or out-group association, or through common cultural symbols and so forth as mentioned earlier.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;I quote a recent debate with a few colleagues who suggested that I seem to suggest through my writing that the formation of these repositories are resultant of vague unintended actions on part of players and argued that the associations noticeable in the profiles of players are not always unintended but in most cases calculated and placed with deliberative intent. Without going into too much detail, I should clarify that that there might be the influence of the smart cow syndrome (for the lack of a better term for articulating this), where prominent groups have players who game for attention so as to be able to enter these groups (again I suggest that this would be a tactic for survival) failure to be associated with the group and other high level players often imply certain death (virtual avatar death that is). In such a case arguably there is deliberation and contemplation before networking or creating associations through profiles. For instance, a low level player would choose group A or group B – Z dependent on their position and the assumed allegiance and loyalty of the group portrayed through their own profile pages and thus their own repositories (yes this is illusory attention at work), and capabilities of the group to ensure survival of the player – this is deliberative. To return to my point there are often other messages and profile tags that the player uses to denote either strategy or tactics employed by the player and this I posit is unintended, a Gual character posting a Roman slogan on the profile, or some message indicative of strategy. So many troops killed in the first few weeks, so many players farmed and so forth, are unintended but assists in the inter-connection of these repositories perhaps a little more than group identities which are in constant flux (in worlds like travian from which this example is sourced).&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;assuming that it is non coercive and profitable.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Thus represented as A1 avatar on server 2 would be A2 and n number of servers to indicate A'n'.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;For instance SARSteam on Travian interbational severs would be A1 and A2, and on ED servers would be A3 and so forth provided that avatar is linked or recognizable to SARSteam, or any of its members.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;SARSteam is a prominent avatar of a player in
Travian.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The authors Travian Avatar.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Travian servers reset after approx 300 days, where the endgame is the successful completion of a Wonder of the World.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;A PNAP is a personal non aggression pact regardless of alliance affiliations, such that in the event that two players are in opposing and competitive alliances a PNAP would mean that either alliance would consider non aggression on the listed player regardless of alliance stand on other players. Applicable mostly unless in the event of war when PNAPs are suspended. The notion of the PNAP is similar to the NAPs forged between alliances, except its between a few players. Alone together phenomenon occurs to some extent in such cases.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Goldhaber (1997) places Illusory attention in
perspective with that of a speaker and an audience. Through a reading
of Lomas (2008) I posit that a similar situation is present in the
self representation in player profiles.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatar rights are interesting concepts that question notions of property and copyrights and ownership.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;By formation, I imply how game play progresses and forms dependent on attention flows towards a particular strategy in the game.&lt;/p&gt;
&lt;/li&gt;&lt;/ol&gt;

        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming'&gt;http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Gaming</dc:subject>
    
    
        <dc:subject>Gaming Economy</dc:subject>
    
    
        <dc:subject>Internet Histories</dc:subject>
    
    
        <dc:subject>Histories of Internet</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    

   <dc:date>2015-04-03T10:46:56Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/a2k/news/ip-watch-catherine-saez-december-18-2014-wipo-study-on-copyright-exceptions-stimulates-broad-discussion-with-author">
    <title>At WIPO, Study On Copyright Exceptions Stimulates Broad Discussion With Author</title>
    <link>http://editors.cis-india.org/a2k/news/ip-watch-catherine-saez-december-18-2014-wipo-study-on-copyright-exceptions-stimulates-broad-discussion-with-author</link>
    <description>
        &lt;b&gt;During the recent meeting of the World Intellectual Property Organization copyright committee, a study was presented on exceptions and limitations to copyright for libraries and archives at the national level. The presentation spurred a full day of discussion about how to ensure libraries can continue to provide an indispensable service, and a substantive exchange with the author. &lt;/b&gt;
        &lt;p style="text-align: justify; "&gt;The article by Catherine Saez was &lt;a class="external-link" href="http://www.ip-watch.org/2014/12/18/wipo-study-on-copyright-exceptions-stimulates-broad-discussion-with-author/"&gt;published in Intellectual Property Watch&lt;/a&gt; on December 18, 2014&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;&lt;a href="http://www.wipo.int/meetings/en/details.jsp?meeting_id=32094"&gt;The 29th session&lt;/a&gt; of the Standing Committee on Copyright and Related Rights (SCCR) took place from 8-12 December.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;On  10 December, Kenneth Crews, former director of the copyright advisory  office at Columbia University and now in the private sector, presented &lt;a href="http://www.wipo.int/edocs/mdocs/copyright/en/sccr_29/sccr_29_3.pdf"&gt;an update&lt;/a&gt; [pdf] of his 2008 WIPO-commissioned study on Copyright Limitations and Exceptions for Libraries and Archives (&lt;a href="http://www.ip-watch.org/2014/12/12/copyright-exceptions-for-libraries-wipo-should-step-up-before-someone-else-does-researcher-says/"&gt;&lt;i&gt;IPW&lt;/i&gt;, WIPO, 12 December 2014&lt;/a&gt;).&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The  study provided safe ground for broad discussions on the sensitive issue  of exceptions and limitations, and the role of WIPO in the issue, with a  large number of countries taking the floor to offer comments on the  study and its findings, providing specific details on their own  legislation and/or asking questions.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Harmonisation&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mexico,  for example, asked whether there was a general movement leading to a  harmonisation exercise in international copyright law.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews  answered there was no movement toward an era of harmonisation, but  harmonisation could be an answer in the field of limitations and  exceptions if it left sufficient policy space to countries.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;On the  one hand, he said, “there is virtue in harmonisation, in allowing for  the predictability of the law … as your business activities move from  one country to another.” It makes the law easier to understand, and  easier to address some of the issues of cross-border exchange..,” he  said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;But the major disadvantage of harmonisation would be the  loss of opportunity for countries to “experiment, test new ideas in  lawmaking, and to move in some new directions,” he added.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Maybe  the answer lies in the middle, said Crews: harmonise the law to a  certain extent, “and then leave some of the details to individual  countries.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The European Union delegate remarked that even in an  integrated legal system such as the EU, very few exceptions to copyright  are mandatory for EU members. Member states “remain free to implement  most of the exceptions in the EU legislation in their national systems,”  he said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Implementation Issues&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Tunisia  stressed the issue of the implementation of copyright exceptions and  limitations in developing countries, particularly for libraries.  Libraries often are “fearful of the complications,” referring to the  exceptions and limitations legislation, and simply do not use it,  preferring “what is possible and available,” he said&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews said it  is important to find “the right formula” for drafting a statute that is  detailed enough that users are law-abiding citizens, “and at the same  time not be so complicated in the structure of the law that it is  difficult or impractical for most – even trained professionals – to  follow.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Cross-Border Exchange, TPMs&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Brazil  said the study sheds light on certain areas where further cooperation  would be welcome. The Brazilian delegate said this cooperation could  take into account the dynamic evolution of digital technologies and the  “growing cross-border cooperation among libraries and archives.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The  delegate said some factors pose concrete problems for cross-border  cooperation, such as the fact that some 33 WIPO members do not provide  exceptions for libraries, and a higher number of countries do not  provide exceptions and limitations that “could be deemed adequate” to  address the new challenges created by the digital environment, and  limitations and exceptions provided by national legislation vary deeply  from country to country.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Now that the research has started with  the 2008 report has been updated, we can see that from the universe of  the WIPO membership 33 countries still do not provide limitations and  exceptions for libraries and archives in their national legislation. A  even greater number of WIPO members do not seem to provide limitations  and exceptions that could be deemed adequate in order to address the new  challenges libraries and archives increasingly face with the emergence  of the digital environment&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;He also said the study states that  technological protection measures (TPM) can have a negative impact on  countries’ ability to “legitimately implement exceptions and  limitations,” which is a “growing concern as countries seek to better  regulate and avoid abuses in the use of TPMs.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews said the  issue of cross-border activity and the difficulty in cooperation between  countries induced by the difference in laws is perhaps one of the most  important that WIPO could address. Part of the solution to that problem  might be a trusted third party facilitating the transfer of copyrighted  works, he said. A sharing of resources should be allowed while  protecting the interest of right-holders, he said, “so that they can  participate in this and encourage this activity as well.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Many  developing countries keep insisting that the major issue for libraries  and archives is the digital era. The digital revolution “has barely  begun,” Crews said. “The transformation of technology and the way we  communicate and the way we share information is only beginning, so it is  important not to prescribe exact details, but … to take some steps to  open up the issue,” he said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Chile also underlined the fact that the study showed a low number of countries providing exceptions for interlibrary loans.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;According  to Crews, using licences for cross-border activities is limited to the  countries which the licence covers. The risks of having licences as a  solution to cross-border exchange is that “it leaves the terms to  private negotiations,” and many countries might not have laws on  licensing.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Licensing Agreements&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Sweden said  the country has a dual system: “traditional limitations” in the law or  preservation and replacement, for example, and a licensing agreement  system. The two systems run side-by-side smoothly, he said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews  said that the licensing agreement system is not adaptable to all  countries. “There are many reasons why it has not been adopted” in some  countries, he said, adding, “I would express some concern about  requiring it as an international matter.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The European Union said  exceptions and limitations and licences often coexist well. Those  licences are often collectively negotiated, said the EU delegate, and  sometimes cover broader uses than the exceptions themselves.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews  said conceptually in the law-making process, countries need to reckon  with the relationship not only of the rights of owners and the public  rights of use or the copyright exceptions, but also the role of  licences, and should they be allowed to override an exception that is in  the law.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;“That is a tough question,” he said. “It not only goes  to the balance of rights,” he added, but lawmakers should decide to what  extent an agreement can impede the statute they have worked hard to  develop.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Countries Provide Clarifications, New Legislations&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Some  countries provided clarifications or additions to the study. For  example, Saudi Arabia, which was mentioned in the study as one of the  countries with no exceptions and limitations, said the 1984 copyright  law provides an exception in paragraph 3.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Ecuador said it is  working on a substantial reform of its current intellectual property  legislation, including exceptions and limitations for people with  disabilities, teaching and educational institutions, and libraries and  archives.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;China said it is undergoing the third revision of its  copyright law, and Thailand said in November it passed an amendment to  its copyright law, on TPMs, and this amendment includes an exemption for  the circumvention of TPM for libraries and archives, educational  institutes, and public broadcasting organisations.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews said many  countries, including the United States and those in the European Union,  have exceptions for TPMs, with two basic procedures: an exception that  allows the user to “do the act of circumventing the measures to access  the content,” and a legal system that calls on the rights holder to  provide the means to users to access the content.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The United  States said the US Congress is currently reviewing elements of its  domestic copyright law, including library-related exceptions and  limitations.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;In November, the Czech Republic introduced a new  amendment to its copyright system, the delegate said, “and the amendment  brought a new exception for libraries and archives and for other  cultural and educational institutions and for public broadcasters,”  enabling them to use orphan works existing in their collection, under  specific terms and for certain specific uses.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;NGO Questions and Comments&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The  representative of the Electronic Information for Libraries (eIFL) asked  Crews how WIPO, as a United Nations agency with a commitment to enhance  developing countries’ participation in the global innovation economy,  could support countries to be at the forefront of digital developments.  The representative also asked how libraries can accommodate their  increasing need to send and receive information across border, within  the realm of copyright law.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Many countries have either no  exceptions, or have exceptions but very limited applications, which do  not cover digital technology, Crews said, adding that WIPO is in a  position to shape the next model.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The International Publishers  Association said that legislation is one thing but to know whether they  are implemented and how they work is another. The representative advised  looking at what kind of practice, and also practical initiatives  between stakeholders can solve issues at stake.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;In many cases, the  representative said, issues are solved by alternative means, citing  collective licensing, but also solutions bringing together stakeholders,  he said, which provide space and flexibility for adaptation and further  change. On cross-border document delivery, he said, “It is not true  that documents are not crossing continents or crossing borders.” He  explained that there are many alternative ways of receiving content  across borders.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews said he is supportive of alternatives  outside of the law, however, they might not be optimal solutions, he  said. In particular, it often takes no less time to develop those  alternatives than writing law, he said. He added that those  alternatives, such as licences, are available only with respect to  certain types of works, whereas statues apply to all types of works.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;“The private extra-legal systems are not going to solve all of the issues,” said Crews.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The  International Federation of Library Associations and Institutions said  the United Kingdom reform of its copyright law includes for the first  time provisions that prevent contracts and licences from overriding the  exceptions and limitations enjoyed by libraries and archives for  non-commercial uses.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The Center for Internet and Society (India)  asked about the interoperability of limitations and exceptions to allow  for easier trans-boundary movement of works. Crews said the trans-border  concept seldom appears in library exceptions. Trans-border sometimes is  governed by copyright law and sometimes by some other part of national  law, such as import and export, he said. Some degree of harmonisation  can help with interoperability, he said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;In general terms, and  following an intervention by the TransAtlantic Consumer Dialogue  mentioning public involvement in the discussions, Crews said, “We are  all copyright owners and we are all users of other people’s copyrights  to some extent.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The public does not realise that they are all  owners and users of copyrighted works on a daily basis, he said, and  they need to become participants in the process.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;i&gt;[Update:]&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Knowledge  Ecology International asked if the periodical revision of the Berne  Convention’s standards for copyright exceptions, which ended in 1971,  should be resumed. The KEI representative also asked whether the  copyright three-step test contained in the World Trade Organization  Agreement on Trade-Related Aspects of Intellectual Property Rights  (TRIPS) applies to specific limitations and exceptions to remedies for  infringement, in part III of TRIPS (Enforcement of Intellectual Property  Rights).&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews answered that the three-step test does not apply  to the remedies, or other matters. The test is on “its own terms  applicable to the limitations and exceptions,” he said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;On the  revision on the Berne Convention, Crews said “the answer is yes” but it  is a “bigger subject than we are convened here today to discuss.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;KEI  also mentioned a Spanish tax which “apparently” is taken on snippets  from news organisations and asked if this tax does not violate the two  mandatory exceptions in the Berne Convention, which are news of the day,  and quotations.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Crews said the issue might be about the  interrelationship of copyright with other areas of the law. The Spanish  tax mentioned might be relative to a tax law, he said.&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/a2k/news/ip-watch-catherine-saez-december-18-2014-wipo-study-on-copyright-exceptions-stimulates-broad-discussion-with-author'&gt;http://editors.cis-india.org/a2k/news/ip-watch-catherine-saez-december-18-2014-wipo-study-on-copyright-exceptions-stimulates-broad-discussion-with-author&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    
    
        <dc:subject>Access to Knowledge</dc:subject>
    
    
        <dc:subject>WIPO</dc:subject>
    

   <dc:date>2014-12-27T14:33:46Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/news/ip-watch-catherine-saez-may-1-2014-wipo-authors-civil-society-watchful-of-rights-for-broadcasters">
    <title> At WIPO, Authors, Civil Society Watchful Of Rights For Broadcasters </title>
    <link>http://editors.cis-india.org/news/ip-watch-catherine-saez-may-1-2014-wipo-authors-civil-society-watchful-of-rights-for-broadcasters</link>
    <description>
        &lt;b&gt;The article by Catherine Saez was published in IP Watch on May 1, 2014. CIS statement on the broadcast treaty is mentioned.&lt;/b&gt;
        &lt;p style="text-align: justify; "&gt;The original article can be &lt;a class="external-link" href="http://www.ip-watch.org/2014/05/01/at-wipo-authors-civil-society-watchful-of-rights-for-broadcasters/"&gt;read here&lt;/a&gt;.&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;Nongovernmental organisations attending the World Intellectual Property Organization copyright committee meeting which this week sought to breach differences on what a treaty protecting broadcasters should cover, expressed their views with some unusual coherence.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The WIPO Standing Committee on Copyright and Related Rights (SCCR) is meeting from 28 April to 2 May.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The SCCR heard NGO statements on broadcasting on the second day of the meeting. Representatives of libraries, commercial television, authors, recording industry, actors, musicians, rights management bodies, film producers, and civil society gave their perspectives. Most of them called for limitations on the rights the treaty is proposing to grant broadcasters.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Broadcasters Deny Risks, Ask for Protection against Pirates&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Broadcasters’ organisations have contended that the treaty would respect authors’, performers’ and producers’ rights.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;“All the right holders in the broadcast content automatically benefit from the broadcasters’ ability to take effective action against pirates,” says a document jointly written by several broadcasting organisations. “At the same time, content right holders are not refrained in exercising their own rights against third parties.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The Association of Commercial Television (ACT) in Europe, which said it represents 33 media groups in Europe, both free-to-air channels and paying television channels, said a lot of members are simulcasting their signal on their website. All of their members, the representative said, are making their signal available to the public through catch-up television services. According to the database of the &lt;a href="http://www.obs.coe.int/en/home"&gt;European Audiovisual Observatory&lt;/a&gt;, there are 1,132 catch-up television services in Europe, the representative added.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;If those catch-up services were not to be protected by the treaty, it would be easy for pirates “to argue that they didn’t intercept the traditional signal but instead copied the on-demand signal of the broadcaster which would actually leave the broadcasters without any meaningful protection,” he said.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Authors Asks Recognition of Rights, Equitable Remuneration&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;But doubts are still out there. The International Confederation of Societies of Authors and Composers (CISAC) said royalties collected from broadcasters and other entities are major source of revenue for authors and the discussions on the broadcasters’ treaty was of key importance. CISAC represents 225 author societies which are referred to as collective management associations, from 120 countries.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;“Protection for broadcasters should exist if and only if broadcasters themselves recognise and respect the rights of creators of the underlying content,” the CISAC representative said. The majority of royalties collected around the world on behalf of authors are collected for the communication to the public of their works, he said. Unfortunately, he added,” in a number of countries, authors still face reluctance from broadcasters to recognise authors’ rights and obtain licences for the content their transmit.” This is an issue that must be discussed in the context of any future broadcasters’ treaty, he said.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;A strong statement was delivered by the representative of the International Federation of the Phonographic Industry (IFPI). One of the issues stemming from the discussions, he said, is the “inherent difficulties that arise when a broadcaster is given rights that seem to be very similar to the rights already enjoyed by those who created and own the rights to the content that they transmit.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Beyond that issue, he said the federation’s concern “relates to certain rights for broadcasters that go beyond the rights enjoyed by those who create the content that is carried on broadcasters’ signals.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;IFPI asked that any broadcasting treaty considered by WIPO ensure that any grant of rights to broadcasters be made contingent upon respect and consideration for the rights and the interests of those whose content is carried on their signals. “It would be remarkable,” he said, “if a treaty for the protection of broadcasters gave broadcasters rights relating to musical recordings that are superior to the rights of those who create and produced those recordings. However, the current draft text threatens to do just that,” he added.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;If the treaty gives broadcasters the right to prevent certain uses of their signals, he said, it should also “ensure that performers and producers of sound recordings enjoy either the right to prevent the use of their recordings by broadcasters or the right to equitable remuneration from broadcasters who use those recordings.”&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Broadcasters Seen As Free Riders by Some &lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The IFPI representative also remarked on the 1996 WIPO &lt;a href="http://www.wipo.int/treaties/en/text.jsp?file_id=295578#P143_21677"&gt;Performances and Phonograms Treaty&lt;/a&gt; (WPPT), which he said gave the opportunity to countries to opt out of their obligation to give performers and producers of phonograms equitable remuneration from broadcasters. Later, the representative told &lt;i&gt;Intellectual Property Watch&lt;/i&gt; that the United States and China had chosen to opt out.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;“A treaty that requires signatories to give protection to broadcasters, while the same broadcasters could continue to broadcast recorded music without having to pay for that music or to obtain permission from those who own the rights in that music,” he said, “would be a treaty that condones misappropriation of creative content … for commercial gain, the very conduct that broadcasters purport to seek to curtail in pressing for a treaty.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;He later told &lt;i&gt;Intellectual Property Watch&lt;/i&gt; that the committee should seek to address the loophole of the WPPT.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The International Federation of Actors said audiovisual work including feature films and television series add “great economic value” to the signal of broadcasters. Although sharing an interest in protecting the broadcasters’ signal, the representative said some of the proposals on the table go “beyond what we believe is necessary to protect a broadcast signal,” and blur the line between the protection of the signal and the protection of the content carried by that signal.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The International Federation of Musicians followed the same line and said it would be “incoherent” if broadcasting organisations were granted new rights by WIPO members “which violate those of the creators.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;“If piracy is the appropriation of a right from legitimate owners of that right, what are we seeing when broadcasters exploit musical recordings for which they make no payment to the performers or the producers of phonograms?” he asked.&lt;br /&gt; According to the British Copyright Council, “an ability for a broadcasting organisation to prevent the misuse of its signal is … important for all rights holders who lie behind the authorisation of the signal.” But he also added that granting protection to broadcasters should also permit the underlying right owners “to continue to assert their own exclusive rights or their rights to equitable remuneration from broadcasters.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The International Federation of Film Producers Association (FIAPF) said exclusive rights support the creativity of authors and allow film producers to get the funding they need to transform that creative ability into a cultural product. Broadcasters are important partners in the film production and distribution chain in many countries, the representative said. Although supportive of updating the protection for broadcasters, FIAPF called for a formulation of the treaty text that would avoid confusion between broadcasters’ rights and rights to audiovisual content.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Libraries, Civil Society Worried&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The representative of the Electronic Information for Libraries and the International Federation of Library Associations and Institutions said both organisations see “no compelling public policy reason for a new international instrument on the protection of broadcasting organisations, because piracy of broadcast signals is already adequately dealt with under existing laws and treaties.” An additional layer of rights that could affect access to content is of great concern to librarians, she said, as it “imposes an additional barrier to access to knowledge, especially to content in the public domain.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The Trans-Atlantic Consumer Dialogue (TACD) compared the potential treaty to an unidentified flying object “that has been buzzing around this room for years.” The representative said TACD “opposes the idea of granting any new layer of IP rights for broadcasters that would make it more expensive and more complex to legally obtain access and use of information.”&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Fixation rights if not clearly limited could create problems for consumers, he said, adding that TACD supports strong exceptions to any new rights to protect access to works and their use.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;The Center for Internet and Society also expressed concern on Article 9 of the draft treaty (Protection of broadcasting organisations) which they said could give broadcasters rights over the content that is being carried by the signal.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Knowledge Ecology International said the treaty was not “about copyright piracy but a special ride for broadcasters,” and warned against creating new layers of rights, which could create more obligations for consumers, libraries and businesses to pay more money not to copyright holders but to the distributors of content.&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/news/ip-watch-catherine-saez-may-1-2014-wipo-authors-civil-society-watchful-of-rights-for-broadcasters'&gt;http://editors.cis-india.org/news/ip-watch-catherine-saez-may-1-2014-wipo-authors-civil-society-watchful-of-rights-for-broadcasters&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Access to Knowledge</dc:subject>
    
    
        <dc:subject>WIPO</dc:subject>
    

   <dc:date>2014-05-02T11:36:15Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/home-images/copy2_of_Flowchart.png">
    <title>Assumption</title>
    <link>http://editors.cis-india.org/home-images/copy2_of_Flowchart.png</link>
    <description>
        &lt;b&gt;Assumption&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/home-images/copy2_of_Flowchart.png'&gt;http://editors.cis-india.org/home-images/copy2_of_Flowchart.png&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2015-11-24T14:20:34Z</dc:date>
   <dc:type>Image</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/internet-governance/news/assocham-national-council-on-it-ites">
    <title>ASSOCHAM National Council on IT / ITes</title>
    <link>http://editors.cis-india.org/internet-governance/news/assocham-national-council-on-it-ites</link>
    <description>
        &lt;b&gt;This meeting was held in New Delhi on January 30, 2015 at ASSOCHAM Corporate Office.&lt;/b&gt;
        &lt;h3 style="text-align: justify; "&gt;Draft Minutes of Meeting&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;Meeting Attended by:&lt;/p&gt;
&lt;ol style="text-align: justify; "&gt;
&lt;li&gt;Mr. Shashi Mal, Co-Chairman, ASSOCHAM National Council on IT/ ITES&lt;/li&gt;
&lt;li&gt;Mr. T. V. Ramachandran, Chairman, ASSOCHAM National Council on Telecom&lt;/li&gt;
&lt;li&gt;Mr. Anupam Aggarwal, TCS&lt;/li&gt;
&lt;li&gt;Mr. Anthony Thomas, Vodafone India Ltd.&lt;/li&gt;
&lt;li&gt;Ms. Geetha Hariharan, The Centre for Internet &amp;amp; Society&lt;/li&gt;
&lt;li&gt;Mr. Sreedhar.C, Amara Raja&lt;/li&gt;
&lt;li&gt;Mr. Naveen Tandon, AT&amp;amp;T India&lt;/li&gt;
&lt;li&gt;Mr. Nripendra Singh , Ernst &amp;amp; Young LLP&lt;/li&gt;
&lt;li&gt;Mr. S. Chandrasekhar, Microsoft &lt;/li&gt;
&lt;li&gt;Mr. Akhilesh Tuteja, KPMG&lt;/li&gt;
&lt;li&gt;Mr. Pankaj Sharma, CA Technologies&lt;/li&gt;
&lt;li&gt;Mr. Sanjay Sarma, Design Worldwide&lt;/li&gt;
&lt;li&gt;Mr. Subhodeep Jash, DUA Consultant&lt;/li&gt;
&lt;li&gt;Mr. Ashok Sud, AUSPI&lt;/li&gt;
&lt;li&gt;Mr. Ashis Mukherjee, WIPRO&lt;/li&gt;
&lt;li&gt;Mr. Saurabh Joshi, Accenture&lt;/li&gt;
&lt;li&gt;Ms. Ambika Khurana, IBM&lt;/li&gt;
&lt;li&gt;Mr. Sumit Monga, R Com&lt;/li&gt;
&lt;li&gt;Cmde Shyam Kaushal, wimax&lt;/li&gt;
&lt;li&gt;Mr. Jitender Singh, Qualcomm&lt;/li&gt;
&lt;li&gt;Mr. Vikram Tiwathia, COAI&lt;/li&gt;
&lt;li&gt;Mr. Ranjeet Goshwami, TCS&lt;/li&gt;
&lt;li&gt;Mr. Sant Pratap Singh Matta, Railtel Corporation&lt;/li&gt;
&lt;li&gt;Mr. Kinshuk De, TCS&lt;/li&gt;
&lt;li&gt;Mr. T R Dua, TAIPA&lt;/li&gt;
&lt;li&gt;Mr. B B Anand, AUSPI&lt;/li&gt;
&lt;li&gt;Mr. Dilip Sahay, AUSPI&lt;/li&gt;
&lt;li&gt;Mr. Nitin Wali, Verisign&lt;/li&gt;
&lt;li&gt;Mr. A.k. Gidwani, BPCL&lt;/li&gt;
&lt;li&gt;Mr. Harsh Rastogi, TUV Rheinland India&lt;/li&gt;
&lt;li&gt;Mr. Sanjeev Arora, Vodafone&lt;/li&gt;
&lt;li&gt;Mr. Anil Prakash, ITU/APT Foundation&lt;/li&gt;
&lt;li&gt;Mr. Avik Banerjee, DEN Networks&lt;/li&gt;
&lt;li&gt;Ms. Neelima Agrawal, LUXURY CHRONICLE&lt;/li&gt;
&lt;li&gt;Ms. Amrita Jagatdeo, Bihang Welfare Association&lt;/li&gt;
&lt;li&gt;Mr. Minushri Madhumita, Bihang Welfare Association&lt;/li&gt;
&lt;li&gt;Mr. Varun Aggarwal, ASSOCHAM&lt;/li&gt;
&lt;li&gt;Mr. Parag Tripathi, ASSOCHAM&lt;/li&gt;
&lt;li&gt;Mr. Ashish Malik, ASSOCHAM&lt;/li&gt;
&lt;/ol&gt;
&lt;p style="text-align: justify; "&gt;The Meeting started with the Chairman of the Meeting Shri Shashi Mal, Co-Chairman, ASSOCHAM IT/ITes Council &amp;amp; Director &amp;amp; Industry Leader, IBM India welcoming the Members present.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. Mal introduced the topic of discussion and its importance in the present context.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. Mal pointed out that internet has touched every aspect of life and has significant stake in almost every business in the present times.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;He further pointed out two main points, how internet can be managed and how do you legally govern the activities going on the internet. He suggested approaching all interest groups for their views before we make the recommendations.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;He emphasized that the consensus has to be build within the stakeholders of the subject and informed that for this ASSOCHAM is planning to organize &lt;b&gt;INDIA&lt;/b&gt;&lt;b&gt; INTERNET GOVERNANCE SUMMIT (IIGS)-2015 on 26&lt;sup&gt;th&lt;/sup&gt; March, 2015 in New Delhi.&lt;/b&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. T. V. Ramachandran, Chairman, ASSOCHAM National Council on Telecommunications said that there are many opinions within the stakeholders. He said that India, with maximum numbers of users has the right to be heard in the international forums.  He further said that Industry should have an active participation in the policy making.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. Vikram Tiwathia, COAI asked why ASSOCHAM is organizing this program and who has mandated them to do so and why they want to send the recommendations to the Government.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;It was informed that ASSOCHAM has already announced in the Ministry of External Affairs Meeting and the National Security Council Secretariat that ASSOCHAM will be creating a forum where all the stakeholders could present their point of view and proceedings of this Summit will be shared with the Government as the Recommendations.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. Vikram Tiwathia to this replied that there are many stakeholders like civil society, academia, but ASSOCHAM should present the view of the Industry only.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. Mal suggested that there might be different views within the Industry on Internet Governance.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Mr. Tiwathia informed the Members present that Department of Electronics and IT, Government of India has constituted a Multistakeholder Advisory Group (MAG) for the India Internet Governance Forum but had met only twice. He suggested taking MAG outside the Deity to a more autonomous body. He also suggested that India should sign the Budapest Convention (or what are the obstacles in signing the Budapest Convention).&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;One of the Members present suggested coming up with commercially accepted views for Internet Growth usage and Protection of Investors along with steps for Principle for Self Regulations.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;One of the Members also brought out the Hygine Part of the Internet ie how internet is being used today.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;It was decided that the following major issues in the Internet Governance will be discussed with &lt;b&gt;Political, Technical &amp;amp; Economic &lt;/b&gt;aspects.&lt;/p&gt;
&lt;ul style="text-align: justify; "&gt;
&lt;li&gt;Cyber Security&lt;/li&gt;
&lt;li&gt;Cyber Policy&lt;/li&gt;
&lt;li&gt;Access&lt;/li&gt;
&lt;li&gt;Diversity&lt;/li&gt;
&lt;li&gt;Emerging issues like e-Commerce&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align: justify; "&gt;It was decided that the Members will email their inputs on the above points to ASSOCHAM latest by Monday, 9th February, 2015. A core group is being constituted with the following Members to further develop on the issues from the inputs received by 14th February, 2015.&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;Core Group Members:&lt;/p&gt;
&lt;ul style="text-align: justify; "&gt;
&lt;li&gt;Mr. Anupam Agarwal, TCS&lt;/li&gt;
&lt;li&gt;Mr. Anthony Thomas, Vodafone India&lt;/li&gt;
&lt;li&gt;Ms. Geetha Hariharan, The Centre for Internet &amp;amp; Society&lt;/li&gt;
&lt;li&gt;Mr. Akhilesh Tuteja, KPMG&lt;/li&gt;
&lt;li&gt;Mr. Dilip Sahay, AUSPI&lt;/li&gt;
&lt;li&gt;Mr. Jitendra Singh, Qualcomm&lt;/li&gt;
&lt;li&gt;Mr. Vikram Tiwathia, COAI&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="text-align: justify; "&gt;It was suggested that ASSOCHAM should engage a Knowledge Partner to collate and make the Report/ Background Paper on the subject by 1st Week of March 2015.&lt;br /&gt;&lt;br /&gt;There are Speakers and Sponsorship Opportunities for which you could also forward your suggestions to ASSOCHAM at the earliest.&lt;br /&gt;&lt;br /&gt;It was decided that ASSOCHAM will prepare the rough draft of Program Agenda &amp;amp; Circulate among Members&lt;br /&gt;&lt;br /&gt;The Meeting ended with thanks to the Chair.&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/internet-governance/news/assocham-national-council-on-it-ites'&gt;http://editors.cis-india.org/internet-governance/news/assocham-national-council-on-it-ites&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2015-02-05T14:56:27Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/a2k/news/business-standard-august-6-2015-dilasha-seth-and-deepak-patel-assocham-event-sparks-row-over-conflict-of-interest-by-cci">
    <title> Assocham event sparks row over conflict of interest by CCI </title>
    <link>http://editors.cis-india.org/a2k/news/business-standard-august-6-2015-dilasha-seth-and-deepak-patel-assocham-event-sparks-row-over-conflict-of-interest-by-cci</link>
    <description>
        &lt;b&gt;CCI Chairman Ashok Chawla is the key speaker of the conference, organised by industry chamber Assocham with Ericsson being the event partner.&lt;/b&gt;
        &lt;p style="text-align: justify; "&gt;The article by Dilasha Seth and Deepak Patel was published in &lt;a class="external-link" href="http://www.business-standard.com/article/economy-policy/assocham-event-sparks-row-over-conflict-of-interest-by-cci-115080600012_1.html"&gt;Business Standard&lt;/a&gt; on August 6, 2015.&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;&lt;span class="p-content"&gt;An upcoming conference on intellectual property has triggered a  controversy, as a section of the civil society has urged the Competition  Commission of India (CCI) not to participate in the event, sponsored by  Swedish multinational Ericsson, alleging it would be a conflict of  interest since the watchdog is investigating cases against the telecom  company on the very same issues that will be discussed in the function.&lt;br /&gt; &lt;br /&gt; CCI Chairman Ashok Chawla is the key speaker of the conference,  organised by industry chamber Assocham with Ericsson being the event  partner. The conference scheduled for Friday also has three CCI members  as participants, according to the event brochure.&lt;br /&gt; &lt;br /&gt; In a letter, signed by six civil society organisations, argued that the  participation of CCI in any form in a conference organised with the  financial support of Ericsson would question the integrity and  independence of CCI.&lt;br /&gt; &lt;br /&gt; On the issue, Chawla said, "I am not aware of the point raised. (I) will see and take a position."&lt;br /&gt; &lt;br /&gt; "The participation of CCI at this conference raises serious concerns of  conflict of interest. Further, CCI's sharing of platforms with private  actors would compromise the credibility and independence of CCI," said  the letter sent to Chawla and also marked to Prime Minister Narendra  Modi, the Chief Justice of India and several other ministries.&lt;br /&gt; &lt;br /&gt; Ericsson is currently facing three CCI investigations on matters related  to Standard Essential Patents and licensing of technologies on fair and  equitable terms.&lt;br /&gt; &lt;br /&gt; "Ericsson is not only an event partner but also giving a speech at the  inaugural session," says the content of the letter. "We understand that  the focus of the event is on two issues viz. Standard Essential Patents  (SEPs) and the competition aspects of licensing agreements," the group  has argued.&lt;br /&gt; &lt;br /&gt; A CCI member on the condition of anonymity said, "As per the competition  Act, 2002, it is our responsibility to raise awareness regarding  competition issues. At such forums, the discussions which happen are of  conceptual level only. No specific cases are ever discussed." "We have  not got the letter as yet. We will take a decision as soon as we receive  it," he added.&lt;br /&gt; &lt;br /&gt; Unless there is an interaction, how can there be awareness about these issues faced by the country, asked Assocham.&lt;br /&gt; &lt;br /&gt; D S Rawat, the chamber secretary general, said, "This is not the first  time that Assocham is organising a function on the very same subject. It  has in the past organised six-seven such functions, where CCI had  participated."&lt;br /&gt; &lt;br /&gt; CCI will give its view points and others including Ericsson will also  give their view points, which will not have an impact on the watchdog's  decisions on specific cases, he said.&lt;br /&gt; &lt;br /&gt; "There will always be these disgruntled people who instead of  contributing positively to the society, take negative stance," he added.&lt;br /&gt; &lt;br /&gt; When contacted, an Ericsson spokesperson declined to comment on the issue.&lt;br /&gt; &lt;br /&gt; Alternative Law Forum (Bengaluru), Centre for Internet and Society  (Bengaluru), IT for Change (Bengaluru), Knowledge Commons Collective  (New Delhi), National Working Group on Patent Laws (New Delhi) and  Software Freedom Law Centre (New Delhi) are the six non-governmental  organisations who have collectively raised the issue.&lt;br /&gt; &lt;br /&gt; The letter argued that all the judicial or quasi judicial bodies are  expected to avoid not only actual conflict of interest but also the  perceived conflict of interest.&lt;br /&gt; &lt;br /&gt; "As you know, the conflict of interest arises when there is an actual or  perceived threat of the primary interest of the organisation (CCI)  being influenced by the interest of another organisation/s (Ericsson),"  it said.&lt;br /&gt; &lt;br /&gt; It also pointed out that the issue of SEPs and licensing practices was  an important public interest issue and the restrictive conditions and  barriers to access SEPs would affect the technological and industrial  development of India. Further, it would affect the consumers by creating  economic barriers to access the benefits of communication technology  equipment such as mobile phones.&lt;/span&gt;&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/a2k/news/business-standard-august-6-2015-dilasha-seth-and-deepak-patel-assocham-event-sparks-row-over-conflict-of-interest-by-cci'&gt;http://editors.cis-india.org/a2k/news/business-standard-august-6-2015-dilasha-seth-and-deepak-patel-assocham-event-sparks-row-over-conflict-of-interest-by-cci&lt;/a&gt;
        &lt;/p&gt;
    </description>
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    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    
    
        <dc:subject>Access to Knowledge</dc:subject>
    

   <dc:date>2015-09-19T16:34:07Z</dc:date>
   <dc:type>News Item</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/home-images/Assignments.png">
    <title>Assignments</title>
    <link>http://editors.cis-india.org/home-images/Assignments.png</link>
    <description>
        &lt;b&gt;Assignments&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/home-images/Assignments.png'&gt;http://editors.cis-india.org/home-images/Assignments.png&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2013-07-30T05:08:05Z</dc:date>
   <dc:type>Image</dc:type>
   </item>


    <item rdf:about="http://editors.cis-india.org/openness/blog-old/assamese-wikipedia-iisc.pdf">
    <title>Assamese Wikipedia at IISC</title>
    <link>http://editors.cis-india.org/openness/blog-old/assamese-wikipedia-iisc.pdf</link>
    <description>
        &lt;b&gt;&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/openness/blog-old/assamese-wikipedia-iisc.pdf'&gt;http://editors.cis-india.org/openness/blog-old/assamese-wikipedia-iisc.pdf&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2013-12-31T03:34:36Z</dc:date>
   <dc:type>File</dc:type>
   </item>




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