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Although
virtual Internet multi-user communities (VICs) are best known through
popular gaming or social interaction sites such as SecondLife and
World of Warfare, they are by no means limited to such uses.
Whatever
the intended purpose of a VIC, it will have the following characteristics:
- It
allows many users to participate at once;
- The
site offers a visual representation of a space in which interaction
between participants takes place in real time;
- To
a greater or lesser degree, the site allows participants to alter,
develop, build, or submit customized content;
- The
VIC continues to exist (virtually) regardless of whether any individual
participants are present;
- The
VIC is essentially a social place - people can interact with the
VIC as single agents, but overwhelmingly they tend to form groups.
The
abbreviation MMORPG (Massively Multiplayer Online Role Playing Game)
is often used to describe gaming VICs.
Among
the many possible uses of a VIC, the following types already exist:
- Gaming
sites: two are described below, World of Warcraft and Everquest.
- Social
networking sites without imaginary environments: two are described
below, CyWorld and MySpace.
- Hybrid
social networking/gaming sites: three are described below, SecondLife,
The Sims Online, and Entropia Universe.
- Educational
sites, in which single or multiple educators (teachers!) interact
with one or more students. Such sites can include recreations
of museum and gallery spaces, computer programming tutorials,
virtual libraries, and meeting spaces for the students of online
university courses. Mokitown, a VIC offered by Daimler-Chrysler,
purports to offer road safety training to children and has mobile
virtual educators.
- Military
sites, offering training to single individuals or groups of individuals
in simulated battlefield situations.
Evidently,
there are many other possible sectors in which VICs could have a
role. They are particularly suited to depicting environments in
which groups of individuals need to interact in order to accomplish
a task.
It's
a notable feature of most of the gaming or social networking sites
that they have developed economies, something that in most cases
was not predicted by the owners and operators of the sites. In many
cases, the operators actively discouraged economic activity, and
even when trading was built into the workings of a VIC from the
beginning, they failed to anticipate that in-game values would come
to have 'real-world' value. By now, the operators have come to understand
that they are powerless to resist the human proclivity to trade,
and usually provide 'official' channels for exchange of in-game
currencies for real-world currencies. The economies of some VICs
are far from small; some users actually make their living from participation
in VICs.
Taxation
is another economic feature of many VICs, through the issue of trading
licences, commissions on asset sales and 'land' taxes. External
taxing authorities have also begun to take an interest in virtual
economic transactions.
The
legal basis of VICs is well-worked out in terms of the rules and
conditions that are applied by the operators to participants, with
considerable similarities both between the various VICs and between
VICs and the real world, particularly as regards human interaction.
However, there are potential conflicts between operators and participants
as regards intellectual property and behavioural enforcement. These
will tend to intensify as economic values increase in VICs.
Interplay
between the virtual and real worlds is going to be one of the key
areas of cultural and economic development, not to say difficulty,
during the next 30 years.
Many
people have concerns about the impact of VICs on real world behaviour,
particularly the education and socialization of children, and there
have been some horror stories concerning addiction to VICs. But
the fears seem overblown, on the evidence so far. Most VICs are
highly moral places, even if they suffer from deception and criminality
as does the real world. And the everyday experience of the users
of VICs is highly 'groupish'. In almost all the sites, it is impossible
to do well or 'get on' without interacting intensively with your
fellow participants. The image of a solitary child locked into its
gaming machine night after night, learning antisocial or violent
habits, could not be further from the truth of the VICs.
CYWORLD
http://us.cyworld.com/
Originated
in South Korea in 1999, Cyworld is a social networking site, offering
personal 'rooms' which users can decorate with their own pictures
or items bought on the site with 'acorns', themselves acquired for
realworld money. Cyworld's daily revenue from selling "acorns"
may be around US$300,000.
The
'room' has an associated photo gallery, message board, guestbook,
and personal bulletin board. Users can create their own avatar:
'Your Minime represents all aspects of you ... the "you"
inside of you, the "you" you want to be. Or just the "you"
you feel like sharing today. Have fun styling your Minime. You can
change its hair, clothing, facial expression, mood, position and
background as often as you like'.
90 percent of South Koreans in their 20s are said to be members
of Cyworld, and daily visitors top 20m. Cyworld has now opened in
the US and other countries.
Cyworld
users form 'buddy' relationships with other users; buddies can visit
each other's rooms. 'Clubs' are community rooms that users can create
to discuss a specific topic.
The
site bans under-13 year-olds. Rules of conduct include:
- Members
may not use Cyworld for commercial purposes. Do not post advertisements,
commercial messages, photos or solicitations for any products
or services.
- Respect
everyone. Do not insult, abuse or harass other members. You don't
have to agree with them, but if you do have a disagreement, be
respectful - as you would want someone to be to you. Attacks on
other Cyworld members are not allowed.
- Be
who you are. Don't lie about your age or misrepresent yourself
to other members or impersonate a Cyworld employee, a Cyworld
member or any other person.
MYSPACE
http://www.myspace.com/
MySpace,
owned by News Corporation, was founded in 2003 and has more than
100 million members. It is a social networking website offering
an interactive, user-submitted network of friends, personal profiles,
blogs, groups, photos, music, and videos.
Users
have profiles with 'About Me', 'Who I'd Like to Meet' sections and
blog spaces. A 'Friends Space' contains a count of a user's friends,
a 'Top Friends' area, and a link to view all of the user's friends.
Friends may leave comments in the user space.
There
is a Groups feature which allows a group of users to share a common
page and message board.
Some
US mobile phones can interact with MySpace.
There
are criticisms of various aspects of MySpace's systems, which are
possibly under-engineered and may allow too much freedom to users.
There have been problems with identity theft, and misuse of the
site for sexually abusive purposes.
The minimum age to register an account on MySpace is 14 and there
are limitations on user spaces for children aged 14 to 16. A bill
currently in the House of Representatives would ban usage of the
site in public places.
MySpace's music section has helped many amateur bands to publicize
themselves.
My
Space bans the commercial use of user spaces.
SECONDLIFE
SecondLife
is a 3-D virtual world, launched in 2003 by San Francisco-based
Linden Laboratory. Users have easily-modified avatars, can socialize
and trade. Avatars can be animated, can make gestures and can make
sounds from a stock library. Client programs provides users with
tools to view and modify the virtual world. Land is bought and sold;
developers are invited to construct housing units for sale (and
do so). The site has more than 2m users, of whom between 10,000
and 20,000 are 'in-world' at any one time.
The
SecondLife currency is the Linden, worth 267 to the US dollar. There
are open-market currency exchanges, although Linden Lab tries (just
like a Central Bank) to maintain currency stability. Currently the
money supply totals about Linden 1.2 billion. Many residents derive
significant income from in-world activities.
Users
can upload objects created outside SecondLife, or create them in-world.
The site protects the intellectual property of its residents. Most
of the SecondLife world and its contents has been created by residents.
Scheduled
concerts form part of the SecondLife world. In late 2006, a public
concert was given by the animated avatar of a well-known recording
artist.
Membership
can be free, but in order to own land there is a subscription fee
(US$72 annually). There are property taxes payable to Linden Lab.
A
user can belong to up to 25 groups; there are various facilities
for groups. There is a separate SecondLife site for under-18s; they
may migrate with their 'possessions' to the main site on reaching
18. Teen-grid avatars are subject to nudity restrictions.
Some
in-world trading companies have acquired 'real-world' registrations.
Secondlife's 'Community
Standards' are a good sample of virtual world 'ethical codes':
We
hope you'll have a richly rewarding experience, filled with creativity,
self expression and fun.
The goals of the
Community Standards are simple: treat each other with respect
and without harassment, adhere to local standards as indicated
by simulator ratings, and refrain from any hate activity which
slurs a real-world individual or real-world community. Behavioral
Guidelines - The "Big Six"
Within Second Life,
we want to support Residents in shaping their specific experiences
and making their own choices.
The Community Standards
sets out six behaviors, the "Big Six", that will result
in suspension or, with repeated violations, expulsion from the
Second Life Community.
All Second Life Community
Standards apply to all areas of Second Life, the Second Life Forums,
and the Second Life Website.
Intolerance
Combating intolerance is a cornerstone of Second Life's Community
Standards. Actions that marginalize, belittle, or defame individuals
or groups inhibit the satisfying exchange of ideas and diminish
the Second Life community as whole. The use of derogatory or demeaning
language or images in reference to another Resident's race, ethnicity,
gender, religion, or sexual orientation is never allowed in Second
Life.
Harassment
Given the myriad capabilities of Second Life, harassment can take
many forms. Communicating or behaving in a manner which is offensively
coarse, intimidating or threatening, constitutes unwelcome sexual
advances or requests for sexual favors, or is otherwise likely
to cause annoyance or alarm is Harassment.
Assault
Most areas in Second Life are identified as Safe. Assault in Second
Life means: shooting, pushing, or shoving another Resident in
a Safe Area (see Global Standards below); creating or using scripted
objects which singularly or persistently target another Resident
in a manner which prevents their enjoyment of Second Life.
Disclosure
Residents are entitled to a reasonable level of privacy with regard
to their Second Lives. Sharing personal information about a fellow
Resident --including gender, religion, age, marital status, race,
sexual preference, and real-world location beyond what is provided
by the Resident in the First Life page of their Resident profile
is a violation of that Resident's privacy. Remotely monitoring
conversations, posting conversation logs, or sharing conversation
logs without consent are all prohibited in Second Life and on
the Second Life Forums.
Indecency
Second Life is an adult community, but Mature material is not
necessarily appropriate in all areas (see Global Standards below).
Content, communication, or behavior which involves intense language
or expletives, nudity or sexual content, the depiction of sex
or violence, or anything else broadly offensive must be contained
within private land in areas rated Mature (M). Names of Residents,
objects, places and groups are broadly viewable in Second Life
directories and on the Second Life website, and must adhere to
PG guidelines.
Disturbing the Peace
Every Resident has a right to live their Second Life. Disrupting
scheduled events, repeated transmission of undesired advertising
content, the use of repetitive sounds, following or self-spawning
items, or other objects that intentionally slow server performance
or inhibit another Resident's ability to enjoy Second Life are
examples of Disturbing the Peace.
With fairly minor adaptions,
it would do very well for a code of social ethics under which most
'real-world' inhabitants would be only too happy to live their lives!
WORLD
OF WARCRAFT
(WOW)
WOW is a virtual reality game, and can be termed a massive multiplayer
online role-playing game (MMORPG). There were previous versions
of the game, and there are other, related games. The series was
originally released in 1994. There are 7.5m players of WOW worldwide.
Players
have avatars (characters) which explore the landscape (provided
by the operator), fight monsters either alone or in groups, join
inter-group 'battles' and perform 'quests' for treasure or other
assets. Characters can amass financial rewards and acquire value
due to their history and accumulated skills. Characters and their
assets can be traded within the game, and indeed have external value,
although overt commercial behaviour in the game world is frowned
upon. Much of the trading is conducted on e-Bay.
Typically,
users enter WOW by buying retail software packages for US$50 or
thereabouts; ongoing service is provided for US$0.50 or so per day.
When
creating their characters, players can choose between eight different
races and nine different character classes. The races are split
into two diametrically opposed factions, the Alliance and the Horde,
which battle against each other. Players can also adopt professions.
The
names of WOW character classes and races, and the scenery of the
game world, recall Tolkien-esque fantasy stories. The game world
is also inhabited by non-player characters; interaction with them
is conditioned by the reputation of a player.
Although
the owners of WOW provide 'events' and other developments to sustain
the complexity and interest of the WOW environment, there is considerable
interaction between the owners and the players, particularly over
issues such as trading and value acquisition.
The
owners also have problems with deception by players. In December,
2006, they announced: 'In our continued efforts to combat cheating
in World of Warcraft, more than 105,000 accounts were closed and
over 12 million gold was removed from the game economies in Europe,
Korea, and the US in the month of November. The closed accounts
were associated with activities that violate World of Warcraft's
Terms of Use, such as using third-party programs that allow cheating,
and farming gold and items. These types of activities can severely
impact the economy of a realm and the overall game enjoyment for
all players.'
There
is an 'Exploitation and Client/Server Manipulation Policy' which
details the owners' stance on the use of third-party programs or
utilities, bug exploitation, usage of user interface modifications,
and client/server manipulation. 'The factor that links these various
policies is that they are all considered "cheating" and
our intent is to keep the playing field level for all players.'
The
owners deploy 'Game Masters' on the site to assist players and enforce
rules of conduct. Game Masters are described as follows:
- "Every
human being, of whatever origin, of whatever station, deserves
respect. We must each respect others even as we respect ourselves."
-- U Thant
-
At some point during your travels in Azeroth, you may interact
with a Game Master (GM) for one reason or another. Whether this
interaction is in response to a petition for assistance you submitted
or in regards to an issue he or she has approached you for, it
is important to be sure you are speaking to a real GM.
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Once you have established that you are communicating with an in-game
representative we would like for your experience interacting with
GMs to be expedient and pleasant. Although we understand you may
be upset about the topic being discussed, we expect you to conduct
yourself in an appropriate manner. We take the following categories
very seriously:
Impersonating
a GM
Defrauding or Attempting to Defraud a GM
Disobeying or Ignoring GM Instructions
Harassing the GM Staff
Excessive use of Abusive Language
If
a player is found to have violated any of these categories,
he/she may be temporarily suspended from the game
The
extensive rules of conduct are directed towards maintaining the
mediaeval, fantasy 'feel' of the site, and specify recommended or
permitted behaviour of players in various in-game circumstances.
There
is criminality on the site, known as 'scamming', and an extensive
policy that attempts to deal with its consequences (which may, evidently,
have significant 'real' financial consequences). Scamming is defined
as: Acquiring items or any other "possessions" from another
player through misinformation, confusion, or fraud. In short, using
any sort of deception to gain at another's expense. But the site
does add: Caveat Emptor (Buyer beware)! and adds: Be careful in
the friends and alliances you choose in game. When you join a group
or guild, you are now governed by other player's rules. It is your
choice to stay in a guild or group if you do not agree with their
methods and practices.
Everquest
EverQuest
(EQ) and (since 2004) Everquest II are operated by Sony. EQ is a
virtual reality game similar to World of Warcraft (see above), and
can similarly be termed a massive multiplayer online role-playing
game (MMORPG). It was launched in 1996 and has about 450,000 players.
EQ offers a 3D fantasy world in which players have avatars which
interact with each other and fight monsters etc singly or, much
more frequently, in groups. Single players find it very hard to
progress. Players may fight each other.
Participants
pay for the game software and then pay a recurring monthly fee.
Multiple instances of the world exist on various servers, each one
hosting between 1,000 and 3,000 simultaneous online players.
EverQuest allows the acquisition and trading of valuable objects
and attributes, but has tried to prevent trading of them on e-Bay
or in the real world, mostly unsuccessfully, and now seems to have
given in to the inevitability of trading on and around the site.
Players
of Everquest, more perhaps than players of some other virtual reality
games, have developed their own rules of conduct and even a language
of specialist terms and abbreviations which they use between themselves.
In
2002, Edward Castronova, associate professor of economics at California
State University at Fullerton, famously completed a study of the
economic activity surrounding "EverQuest," concluded that
players earn an average wage of $3.42 for every hour they play the
game and collectively produce annual gross "exports" of
more than $5 million. And if the "EverQuest" universe
of Norrath were a country, its per-capita gross national product
would be $2,266--comparable to the 77th richest country on Earth
and ranking it between Russia and lithuania. Platinum pieces, the
in-game currency known as pp, end up with an exchange rate of about
a penny per pp, making "EverQuest" currency more valuable
than the Japanese yen.
"It's
a robust, free-market economy filled with wealthy, hardworking people,"
Castronova said. "What you see with 'EverQuest' is that economies
happen by themselves. If you get a bunch of people together and
they have things they can produce and opportunities to exchange
them, you've got the makings of an economic system."
Entropia
Universe
http://www.entropiauniverse.com/en/rich/5000.html
Entropia Universe is an online virtual world with particularly well
developed commercial and trading activities using Entropia PEDs,
which have a fixed exchange rate 10 PED = $1 USD. Participants may
withdraw PED assets at any time as real world currency, including
through cash machines.
Entropia
has more than 500,000 participants from 220 countries. Entropia
was launched in Sweden in 1995. Participants have avatars, with
a range of emotions and gestures; once designed, an avatar cannot
be changed, although it can wear different clothes. Participants
assume the roles of colonists (miners, traders, explorers, merchants)
on the planet of Calypso. A wide range of professions is available
to colonists. Animals can be hunted and their parts traded or sold.
Other potentially revenue-earning activities include organizing
events, operating a shop or providing a service such as hairdressing,
managing a land area and working as a pilot.
Forming
Societies is an important element of the Entropia Universe. Societies
allow groups of colonists to band together and utilize their diverse
skills for the common good of the group.
Avatars
on Entropia have advanced telepathic powers. Says the site: 'Mindforce
is the mysterious frontier of human evolution. Scientists of the
future have found a way of utilizing the latent power of the human
mind through specially implanted chips.'
External
real-world companies can (and do) sell real-world items within Entropia.
There is an advertising system.
There
are no charges as such for playing Entropia; however, many necessary
services must be bought, there are taxes, and the owners presumably
benefit from seignorage and exchange trading.
As
with other virtual worlds, there is crime on Entropia.
Land
sales by the owners have raised surprisingly high prices. In 2005,
the 'Asteroid Space Resort' was bought by a colonist for one million
PED (US$100,000). Its owner intends to turn the resort into a venue
for "Live Entertainment in Virtual Reality". After making
back his $100,000 in just six months, the owner said:
"It's
a tremendous vindication to reach the break-even mark so fast; very
few people really believed a turnkey virtual business inside an
MMORPG could do these kind of numbers, but the dynamic real cash
economy in Entropia Universe is extremely conducive for operating
a business or developing a trade; however, once you have the tools
or skills it's really up to the individual to serve the community
and develop the business. It's definitely work, but since it exists
within a Video Game style world, I'm in my element. But, not everyone
is going to get rich. In many respects, Virtual Reality is like
the wild west, you have to be bold and not a quitter; many of the
laws that will eventually govern Virtual Reality are not in place
yet; it's fiercely competitive, there is always intense debate in
the forums, of course not everyone is going to make money; you need
vision and you have to place your faith in technology. But, this
is definitely the decade of the gamer!"
New
participants agree to an extensive set of terms, some of which are:
- To
qualify as a Participant, you must be at least 18 years old. If
you are not 18 years old but you are at least 13 years old, you
may still partake, but only if your account was created and registered
by your parent or guardian. Any rights you might have according
to this Agreement will be void and without effect, and you will
not be entitled access to the Entropia Universe, if you do not
satisfy the age requirement.
-
To participate in the Entropia Universe, you must provide current,
complete and accurate information, including, without limitation
to, information such as your name, address, telephone number and
e-mail address in each part of your Account application, and your
bank account and/or credit/debit card information in the case
of depositing or withdrawing funds from the Entropia Universe
("Self-Registered Personal data").
- You
further acknowledge and agree that your Entropia Universe Account
will be purged if is not used for five hundred and ten (510) consecutive
days. Upon purging your Account, all your item(s) will be sold
for their Trade Terminal (TT) value and the funds will be transferred
to the PED balance of your Account. In addition, your virtual
real estate will be reclaimed by MindArk and your Avatar skills
will be erased. You will never be able to retrieve the items,
estate deeds or skills that were purged due to Account inactivity.
- Virtual
items will often have names similar or identical to corresponding
physical categories such as "people," "real estate,"
"possessions," and the names of specific items in those
categories such as "house," "rifle," "tools,"
"armor," etc. Despite the similar names, all virtual
items are part of the System and MindArk retains all rights, title,
and interest in all parts including, but not limited to Avatars
and Virtual Items; these retained rights include, without limitation,
patent, copyright, trademark, trade secret and other proprietary
rights throughout the world. As part of your interactions with
the System, you may acquire, create, design, or modify Virtual
Items, but you agree that you will not gain any ownership interest
whatsoever in any Virtual Item, and you hereby assign to MindArk
all of your rights, title and interest in any such Virtual Item.
You hereby grant MindArk the worldwide, perpetual, irrevocable,
royalty-free, right to exercise all intellectual property rights
for any content you may upload to the Entropia universe, including,
but not limited to, user-to-user communications.
-
All users of the Entropia Universe are real people interacting
in the form of avatars. Consider the feelings of other people
in what you say and do. You are relating to a real person, not
a computer character. Think before you speak and act or you may
make mistakes that will prevent you from making friends and becoming
part of the larger community. Treat others like you want to be
treated. Show respect. Speak up for your opinions, but don't assault
other people. Harassment, defamation, abuse, or threats against
others through words, pictures or actions are not allowed and
could result in Account suspension or termination.
-
You cannot use sexually explicit or offensive language. You cannot
post or communicate any defamatory content. You cannot create
virtual universe avatars hosting an explicit, racist, hateful,
degrading, religious, sexual or other form of offensive alias.
You are not allowed to create societies that are based on any
sexist, racist, degrading or hateful philosophy directed towards
real life companies, persons or organizations. You cannot engage
in or communicate about any illegal activities, including pirated
material, narcotics or contraband.
There
are all-embracing liability disclaimers and indemnities which read
as if they go far beyond what is legally enforceable in most countries,
including Sweden, which is the applicable law of the Agreement.
Other
legal agreements which apply as appropriate in Entropia include
a Third Party's Items Purchase Agreement, and a Cash Card Holder
Agreement.
The
Sims Online
The Sims Online (TSO) is another MMORG virtual reality world, closer
than most to 'real life'; it was released in 2002.
In
TSO, Sims are avatars as in other virtual reality worlds, and they
can live in one of 12 cities, remebling various types of real-world
city or town. One of the cities, Betaville, allows the testing of
testing new features, for example at present ability to create a
family of adult sims and the ability to adjust sims' level of free
will.
The
TSO currency is the simolean. Players relate to each other as in
the real world, singly or in groups. There are 'skills' which can
be honed by practice, leading to enhanced revenue-earning ability:
the key skills are mechanical, cooking, charisma, body, creativity,
and logic.
There
are 'official' jobs on offer in TSO: restaurant worker, robot factory
worker, and nightclub jobs. However, most players group together
to run businesses rather than having solo jobs.
The
site thus describes the opportunities available in TSO:
-
Create and customize your Sim to be just like you -- or someone
else. Be rich, powerful, popular, famous, or infamous.
-
Meet, flirt and get to know other Sims through chat, instant messages
and hundreds of new expressive gestures.
-
Build your dream home, the trendiest boutique, or the hottest
neighborhood hangout around.
-
Develop a network of friends, go into business with your housemates,
or improve the neighborhood.
-
Choose from hundreds of outfits and thousands of appearance possibilities.
- The
game not only makes it possible for Sims to leave their house
but there is a whole user-created world to explore. Not only can
each player build a house for their Sim and have friends over
to visit, they can also invite friends to move in. The economic
and social interaction system is built to take advantage of having
thousands of real people playing. The game incorporates text chat,
instant messaging and a wide variety of new gestures for your
Sim to use when communicating with other Sims.
- Imagine
being able to walk up to a good friend, hold a complete conversation
with him, and have him never recognize you. Would you like a skin-color
change? Have you ever fancied a gender change? Ever thought of
becoming an alien? You can enjoy this type of charade and many
more in The Sims Online.
-
In The Sims Online, you can create three separate Sim avatars,
each with a distinct look, each living in a different city. Beyond
that, we've also added more costume trunks than most off-Broadway
theaters could handle so you can change your outfit on the fly!
Feel like dressing up in a kilted tux for your best friend's wedding?
How about going to a party with your date as Napoleon and Josephine?
You might just find that your Sim friends surprise you with their
varying appearance, way beyond what you can imagine. After all,
in The Sims Online, the Sims are real, and creating the appearance
of your Sim is only the beginning of the fun.
-
In The Sims Online you can hold regular conversations with the
other Sims you meet. You will be able to type what you want to
say and it will appear above your head in a speech bubble. You
can use Chat to make friends, communicate on the job, or throw
a party on your way to becoming the most popular Sim in your city.
Instead of calling your friends on the phone, like you do in real
life, you can have spontaneous text conversations with your friends
in The Sims Online.
- In
addition to the moves that everyone in the game can make, you
can earn additional moves by improving your skills. For example,
high body skill lets you pile drive other players or bench press
them over your head (only if they let you, of course). And creative
people are the hit of parties, because they are much better dancers.
- There's
a special category of actions called "Attitudes," where
you can set the way your Sim idles, meaning they'll keep doing
that action until you tell them to do otherwise. For example,
you make your Sim act like they're "In Love" while they're
pouring their heart out to a potential date. Or you can set them
to "Arrogant" if they're starting a fight with someone.
The TSO user agreement
is similar to others described above in its essentials.
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