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Prokofy Neva

A fundamental feature distinguishing games and worlds is PROPERTY.

In part, this relates to the notion of persistence and manipulation, but neither of those go far enough.

The PROPERTY can be of the real estate/home/space type, or inventory with objects and such or even just a set of links and calling cards.

There has to be something that is mine in the world that I can also give to others and take from them.

Otherwise, I'm playing a browser or flash game or going into a 2-D world with just a lot of clicking -- and no take-home.

Mind Booster Noori

Prokofy:

I don't really see why does your Property definition differs to the Avatar definition as presented by Markus. I mean, yes, by his definition you must have property. Your avatar is yourse, your clothes (if any) and what you have in their pockets (if something) is yourse. Even if you don't have any land yourse, or money (those "helpful but not required") you are yourself (or your Avatar), so you have, at that extent, property. After that, the existence or not of more property is more like defining the "social set" of that Virtual World. It was discussed countless times the use of Virtual Worlds to explore possible social or historical sets. If you force the definition of property in the definition of a social virtual world, than you're excluding every virtual world that lets its avatars adopt a society like, for instance, anarchist communism...

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