Survey: do you think we have enough producers?
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-16-2004 12:48
The need for the new permission system seems to be predicated on the idea that we need to encourage more innovation by allowing consumers to 'tinker'.
My point is that we currently already have a very significant population of innovative builders, and we need to focus on creating more consumers .. people who want to interact and use the things we build in interesting ways.
So I vote, that No, we don't need a new system to teach more 'builders' and 'producers'.
Perhaps better tutorials and documentation (LL .. buy the LSLWiki?) might be useful and more in world classes, but changing things to let people tinker seems to be fixing a problem that doesn't exist.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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Plenipotientiary Extraordinaire
Registered User
Join date: 1 Jul 2004
Posts: 63
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10-16-2004 12:57
SL is predicated on the premise that EVERYONE can be a builder.
That's the flaw in your post IMHO
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-16-2004 12:58
I say we have enough producers NOW, but the numbers are dwindling. LL is misreading this as losses due to lack of innovation, when it's actually loss of confidence and stability within SL. We came to SL for the chance to create, and not risk having our work stolen, and the ability to actually protect our rights concerning our work. From: Plenipotientiary Extraordinaire SL is predicated on the premise that EVERYONE can be a builder.
That's the flaw in your post IMHO However, not everyone can create everything. I don't know of anyone who wears clothing they made, uses scripts they wrote, and objects they built. And even if one person exists that does so, the majority of users ARE consumers. Even if they are builders too.
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
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10-16-2004 13:17
I think we have plenty of producers but too few marketers. At the risk of cross-posting, I'll put this out from another thread: From: someone Reflecting on this issue a bit, I bet the problem isn't lack of innovation. I bet it is a lack of marketing. I have seen some really great things fall by the wayside because people that build them don't know how to sell them - or aren't motivated to sell them. Another suggestion to spread innovation would be a global clearinghouse for items. You pay something like a "Show in Find Places" fee and your object is now in a global tab of the Find system. Say I want to buy a plane. I open Find, go to the Objects tab, type "plane". This gives me a list of all the planes people wish to advertise. I now have to option to direct purchase or teleport to a store. I dunno, that is just 1 idea. It would be much better to have professional marketers for products. They could setup booths at all the malls, do promotional events, etc... All the things an innovative engineer would hate to do.
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Surreal Farber
Cat Herder
Join date: 5 Feb 2004
Posts: 2,059
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10-16-2004 13:22
From: Moleculor Satyr However, not everyone can create everything. I don't know of anyone who wears clothing they made, uses scripts they wrote, and objects they built. And even if one person exists that does so, the majority of users ARE consumers. Even if they are builders too.
Actually I know a number of people who do this, or at the very least have a tight little community where they trade skills back and forth... barter yay!! If LL wants to support the creative commons, then they DO need to overhaul the permissions system, but in ways that protect the creator's copyrights. Lots of innovative creators who used to freely share full mod objects stopped because of the either ignorant or dishonest behavior of a few. Surreal
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Surreal Farber
Cat Herder
Join date: 5 Feb 2004
Posts: 2,059
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10-16-2004 13:26
Adding to my previous thought. IMO what SL really needs are a few more ways to earn $L. Atm, if you don't have creative skills, then you have very few options... hence the explosion of malls and clubs I think.
I would like to see a permission option that would let someone resell my items with a markup. I could spend more time designing and less time doing business management.
Surreal - who is damned sick of loading vendors, managing outlets, and trying to remember where I put all our stuff.
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Paolo Portocarrero
Puritanical Hedonist
Join date: 28 Apr 2004
Posts: 2,393
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10-16-2004 15:00
From: Surreal Farber Adding to my previous thought. IMO what SL really needs are a few more ways to earn $L. Atm, if you don't have creative skills, then you have very few options... hence the explosion of malls and clubs I think.
I would like to see a permission option that would let someone resell my items with a markup. I could spend more time designing and less time doing business management.
Surreal - who is damned sick of loading vendors, managing outlets, and trying to remember where I put all our stuff. Somewhere in the script archives is a multi-person vending script. This could potentially be used, or improved, to permit a retailer to re-sell an original creator's goods without the producer losing creatorship rights. I think the idea of establishing wholesaler/retailer relationships is an obvious next step in the evolution of SL.
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Beryl Greenacre
Big Scaredy-Baby
Join date: 24 Jun 2003
Posts: 1,312
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10-16-2004 15:09
From: Surreal Farber I would like to see a permission option that would let someone resell my items with a markup. I could spend more time designing and less time doing business management.
Surreal - who is damned sick of loading vendors, managing outlets, and trying to remember where I put all our stuff. That's one of the ironies of SL: Finding a way to market your stuff can make or break your success more so than your actual skill at producing your product. One of the most effective ways to spread your product around, too, is to maintain multiple sales locations, which is a major pain in the butt. I don't think that we need to focus on creating more "producers" or "consumers." I think we need to focus on allowing people who want to socialize and consume, to socialize and consume, and affording those who want to create the ability to learn the skills.
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Surreal Farber
Cat Herder
Join date: 5 Feb 2004
Posts: 2,059
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10-16-2004 16:03
From: Paolo Portocarrero Somewhere in the script archives is a multi-person vending script. This could potentially be used, or improved, to permit a retailer to re-sell an original creator's goods without the producer losing creatorship rights. I think the idea of establishing wholesaler/retailer relationships is an obvious next step in the evolution of SL. Unfortunately it doesn't work very well. My partner and I already use a nice profit-splitting script in our vendors. However, since I handle the vendors, she passes me full mod permissions on everything. She trusts me cause she knows where I sleep. The multi-person script requires the same thing. So it's not really a viable option. This option would also give mall owners some real incentive to do more than throw up a lag-erific build and then forget about it. Let me rake off 10% of all sales and I bet I could market a busy and exciting shopping spot and keep it hopping 24/7. Surreal
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Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
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10-16-2004 16:32
From: Beryl Greenacre That's one of the ironies of SL: Finding a way to market your stuff can make or break your success more so than your actual skill at producing your product. This is true of the real world, too. I consider it to be an unfortunate aspect of the real world, and it'd be nice if SL did not resemble the real world in this way. If marketing were less of an issue, there might be more producers, because right now you need to be both a scripter/builder and a marketer/promoter.
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
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10-16-2004 16:51
Don't forget that land is coupled with this. Need a presence? You need land. Unfortunately this oligopoly market with non-transparent transactions is only causing less innovation, because of the artificial markups in place.
I tiered to zero, and if anyone wants to see what I make, I put it in the sandbox, of course, assuming that isn't changing too.
I'm just going to see what happens. Create new things? Sure, just don't expect me to pay the prices to display them.
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Plenipotientiary Extraordinaire
Registered User
Join date: 1 Jul 2004
Posts: 63
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10-16-2004 16:58
I guess I am one of the exceptions. I wear what I make or have saved enough to buy from someone. I fly around in things either I made or one of a tightly knit group group of friends did. None of us can script so we use either the simple Linden flight script or one of Cubey's helo scripts - which, of course, we pay for each time. We built what we live in, play in and party in.
As for scripts that don't fall into flight or household experience categories, surprisingly there are few, very few requirements for these things in my little part of SL. I don't NEED a watch, a location script or a land scanner script. I have yet to find a need for a script that I feel bereft without that isn't **currently** for sale somewhere.
Maybe I have limited experience in SL. Maybe not. I just am not a "material girl" I guess - and I have still had lots of fun in the limited time I have spent in world.
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Jack Digeridoo
machinimaniac
Join date: 29 Jul 2003
Posts: 1,170
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10-16-2004 17:03
I think being able to sell object using the Finder would help market products. Just charge a high amount/object so it doesn't compete with malls.
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If you'll excuse me, it's, it's time to make the world safe for democracy.
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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10-16-2004 17:43
From: Jack Digeridoo I think being able to sell object using the Finder would help market products. Just charge a high amount/object so it doesn't compete with malls. A better Finder or a searchable web page devoted to selling objects/textures/scripts would be invaluable, and would not only boost the economy but encourage people to create and post their new creations.
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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10-16-2004 17:57
At the risk of repeating myself...
My L$5...
I think copyright should be protected in SL. If somebody wants to make their creation "closed", then so be it. If they want to share it with everyone, then great. It should be up to the choice of the developer how their work will be shared, modified, copied, sold, etc. We need expansion to the CURRENT permissions sytem, not a replacement with an apparantly controversial replacement.
Just a side note, people are somehow complaining that they can't learn from other's work. What people should be turning to are the many educational opportunities in SL. The University of SL, The Learning Center, The Linden Run Classes, and other venues. There is plenty of resources and people willing to teach others. Don't ram freedom down our throats. Give us the freedom to share our contributions freely AND to make money off our contributsions to the world as we choose.
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Beryl Greenacre
Big Scaredy-Baby
Join date: 24 Jun 2003
Posts: 1,312
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10-16-2004 18:59
From: Hank Ramos I think copyright should be protected in SL. If somebody wants to make their creation "closed", then so be it. If they want to share it with everyone, then great. It should be up to the choice of the developer how their work will be shared, modified, copied, sold, etc. We need expansion to the CURRENT permissions sytem, not a replacement with an apparantly controversial replacement. I know this doesn't affect me that much since I don't script, and I have read Cory's initial posts about the new permissions and still don't "get" it all... but... one thing I seem to have seen mentioned several times is that in the new permission system as it's currently proposed, there would still be an option to leave a script "closed" so no one else can view it; am I missing something or have I misinterpreted that (because it's all kind of confusing and the blog is hard to read, and I've been afraid to ask this question on the other big permission discussion thread)? And I do agree with you, Hank, that people should have the ability to protect their work from copying. From: Cubey Terra A better Finder or a searchable web page devoted to selling objects/textures/scripts would be invaluable, and would not only boost the economy but encourage people to create and post their new creations. Yes, this would make things much easier. I would love to see an option when setting things out for sale to have a box to check to have it listed on a web site for sale (with thumbnail pic, price, location information) for a fee. I know this is a lot like what There does. I also know that it might encourage less "active" shopping in-world and more "passive" shopping on a web site. It would still make things easier for both merchants and customers.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-16-2004 19:04
Yes, I absolutely agree with Hank.
I think incremental steps are in order here. Have the end point in mind, but the system should be changed in an evolutionary way towards that goal so SL doesn't end up alienating everyone on a big bang change.
Small changes could go a very long way to fixing the current system and making everyone happy.
1. Make it so you can sell stuff only once (ie, so people can't resell when they buy something) .. or something similar that solves the problem of resell free/cheap items
2. Make it so you can keep scripts from getting transferred over to other objects.
If you are really worried about people learning how to 'innovate' then add more and better tools for people who teach classes, like a textboard that doesn't have to 'rez' in. Also, maybe seperate classes from the events list so they are better highlighted and given a seperate place of prestige.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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10-16-2004 19:20
I'll go along with Hank on this as well.
There are and have been many places/things that have been made available for people to learn. In fact the 'innovation by opening permissions' route that is now being speculated has already been tried in world.. An experiment that seems to have been overlooked - much to my suprise, seeing how many at Linden Lab followed it's progress.
It's all very good on paper - but when put into practice Human Nature takes over and it fails abysmally. The dollar store in Davenport was founded with that exact thing in mind, innovation and learning through sharing, and here's what happens - not speculation, real proven Second Life fact:
If you have open permissions for people to learn from the majority of people will simply inflate the price, close permissions and resell.
If you take away transfer on these items, the majority of people will mark up the price and resell on a 1-1 or place in a box/vendor, inflate the price and resell.
Irrespective of the RL or SL legalities of this - the end result is that the person who created the works realizes they are being taken advantage of and at the end of the day stops making these works available. They go back to what they were doing before. Be that creating commercial goods, or building for themselves.
Why does this happen? Because like it or not - when you ask folks why they do this a good portion of the time you will be told 'It's only a game - get over it!'. No matter how you view Second Life and what it is - there are a lot of people that, when it comes to 'working the system', and as far as semi-legal matters are concerned, will act like this is a game, and without any in-game repucussions will act within the letter of the TOS and the code.
Right-Wrong? I'm only posting the facts as I've witnessed them - it being my experiment (and a failed one in my eyes).
The conclusion I came to (and several of the other contributers) :
In the post GOM/IGE world of Second Life, the drive of the game shifted subtly from creativity to making money for a good many people. The majority of people don't wan't help building/scripting to innovate - they want help building/scripting to make money. This is not a bad thing - it is simply a motivation.. but given that, it is much easier to simply resell something available than it is to learn from it. And that is where Human Nature kicks in.
Personally - I'm going to reread all the information (yet again) and ask questions to see if I'm actually reading this right - but at the moment it reads like it will actually fuel the current situation rather than help remedy it - only now it now longer just effects 'freebie makers'... may now impact everyone.
In summary - and this is all just my opinion so take it as you will:
Innovation in Second Life comes from a rather small percentage of the population who create and explore because of a love of what they do - a love greater than the Linden Dollars it may generate.. To promote innovation, these are the types of people you should be nurturing/protecting/ possibly even rewarding. Innovating is not easy, and if there is no point to it - then less people will bother with it.
If Second Life continues to only pander to the 'race for the dollar' you will have a lot of users with a lot of 'lowest common denominator' content. Originality simply won't be profitable.
Siggy.
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The Second Life forums are living proof as to why it's illegal for people to have sex with farm animals. From: Jesse Linden I, for one, am highly un-helped by this thread
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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10-16-2004 21:43
From: Jake Cellardoor This is true of the real world, too. I consider it to be an unfortunate aspect of the real world, and it'd be nice if SL did not resemble the real world in this way. If marketing were less of an issue, there might be more producers, because right now you need to be both a scripter/builder and a marketer/promoter. The entire point of marketing is to get people to know that your product exists, and is "better" than other similar products. If marketing weren't around, you wouldn't know 90% of the things for sale in the real world  Marketing has its place, as long as it's not overblown (like any Coke/Pepsi ad in the last 20 years). LF
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Beryl Greenacre
Big Scaredy-Baby
Join date: 24 Jun 2003
Posts: 1,312
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10-16-2004 23:09
Aha, here's the info I thought I'd seen on the owner of a script being able to make it unreadable by purchasers from Cory Linden's Blog: From: Cory Linden - There is clearly significant misunderstandings about scripts -- the (c) scripts will NOT be visible as text so they can't be copied via notepad
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-17-2004 02:04
From: someone Full Copyright (c)
The next owner has the right to sell or transfer the original, unmodified asset. If the current owner chooses, she may break the wrapper, which will enable her to copy and/or modify the object, but the original and all copies lose their transfer permission. Breaking the wrapper is not reversible. We may eventually want to add a feature that allows the creator to repair a wrapper on a modified object. Full copyright assets will not support extraction into the real world.
Unfortunately, I think Cory suggests replacing strong copyright with creative commons. To do this would be an err in judgement and which is what everyone is strongly rebelling against. Fortunately, this is also out for feedback and I think Cory is rapidly getting the feedback he wanted and it's pretty much a resounding no. Creative Commons itself requires the strength of strong copyright even to function. So does GPL. I think the discussion is going to change very soon in making the new permission system and addendum to what already exists and not a replacement of.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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Beryl Greenacre
Big Scaredy-Baby
Join date: 24 Jun 2003
Posts: 1,312
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10-17-2004 07:05
I think I need to re-read *everything* about the proposed permission changes again. This is confusing.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-17-2004 07:09
Ok. Lemme give you MY short version of this propsal. It's as I understand it, and could be completely wrong.
They're proposing that any object not set to pure nomod/nocopy/notrans should be able to be modified by the end user, and as a result, copied, prim for prim. This would not affect textures. This would not affect scripts. But it's bad enough as it is.
EDIT: Re reading the description of full copyright, I think even that is wrong. It says ANY object, any prim, anywhere, no matter the permissions set on it, can suddenly become modifyable if the end user choose to, and therefore copyable and resellable by the nature of the 'modify' flag.
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
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10-17-2004 07:31
Actually here is how it reads: From: someone Full Copyright (c)
The next owner has the right to sell or transfer the original, unmodified asset. If the current owner chooses, she may break the wrapper, which will enable her to copy and/or modify the object, but the original and all copies lose their transfer permission. Breaking the wrapper is not reversible. We may eventually want to add a feature that allows the creator to repair a wrapper on a modified object. Full copyright assets will not support extraction into the real world. This is the most restrictive permission. And here is the main point being argued: From: someone If the current owner chooses, she may break the wrapper, which will enable her to copy and/or modify the object, but the original and all copies lose their transfer permission. This is the so-called "tinkering". So no matter what I want as a creator, the buyer may open up the object, inspect every detail (excluding the scripts), modify it and even make copies of it (that are no-transfer). Why is this a problem? People will be able to quickly make exact duplicates of items. LL argues that it will promote innovation through inspection. LL also says that this is a basic right buyers should already have. Others argue that LL has taken their belief that virtual objects are real too far. They are blurring the line between digital art and physical objects which are subject to two separate laws.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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10-17-2004 11:45
I don't think scripts can be opened under the new system. However, doing clever things with prims should be protected as well.
They think because it's impossible to break open scripts (there are hacks available that can help you reverse engineer scripts, btw) then they shouldn't fall under this new system.
Cory's idea is that super savvy people can 'tinker' anyways. But what Cory is ignoring (willfully or not) that supper savvy people don't need to tinker, or if they do, it's usually probably a good idea cause they have something worthwhile to add to the community and they're not just copying blindingly.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper " Changing Realities: User Creation, Communication, and Innovation in Digital Worlds : " User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
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