Social studies

Virtual worlds don't exist

A world I'm writing this at Breaking the Magic Circle, a seminar at the Game Research Lab at University of Tampere, Finland. Overall, it's been an interesting seminar. As is typical of game studies gatherings, we've heard a mixed bag of presentations on diverse topics and from distinct angles. This can be both stimulating and frustrating at the same time.

My own contribution was a working paper titled Virtual Worlds Don't Exist. I got some useful feedback, for which I am thankful. Feel free to drop your own feedback either as a comment on this blog or via email. I'll paste the abstract below. Updated: you can find my presentation slides here.

Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses

Author(s)

Chesney, Thomas, Chuah, Swee-Hoon and Hoffman, Robert

Year

2007

Publication information

Nottingham University Business School, Industrial Economics Division, Occasional papers 2007-21

URL

http://ideas.repec.org/p/nub/occpap/21.html

MMORPG RMT and sumptuary laws

Queen Victoria and Prince Albert at the Bal Costumé of 12 May 1842 At some point during the discussion described in the previous post, Joshua Fairfield wanted to contest the status value of high-level characters by arguing that there is no correlation between the the level of a character and the skill of the player. Be that as it may, I think he eventually conceded that there may still be status value, if for no other reason than that the player has spent a lot of time leveling, and is thus a member of what Joshua called "time aristocracy" (which I think is an excellent term by the way).

We can question the status value from our own standpoints ("they are just kids with too much time"), but it is nevertheless real for some MMORPG players and may be worth protecting by operators that wish to cater to that segment. To explore this point a little further, I thought I would re-post a comment I left in a Terra Nova discussion long time ago.

The Value of Virtual Assets – The Role of Game Characters in MMOGs

Author(s)

Manninen, T. and T. Kujanpää

Year

2007

Publication information

International Journal of Business Science and Applied Management, 2007. 2(1): p. 21-33

URL

http://www.business-and-management.org

Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaver

Author(s)

Papagiannidis, Savvas; Bourlakis, Michael; Li, Feng

Year

2008

Publication information

Technological Forecasting and Social Change 75, 610-622.

URL

http://dx.doi.org/10.1016/j.techfore.2007.04.007

Synthetic Economies and the Social Question

Author(s)

Castronova, Edward

Year

2005

Publication information

Working Paper Series

URL

http://papers.ssrn.com/sol3/papers.cfm?abstract_id=782826

Play Between Worlds

Author(s)

Taylor, T.L.

Year

2006

Publication information

MIT Press

URL

http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=10770

The comparison of online game experiences by players in games of Lineage & EverQuest: Role play vs. Consumption

Author(s)

Whang, Leo Sang-Min and Kim, Jee-Yeon

Year

2005

Publication information

Paper presented at DIGRA 2005, Simon Fraser University, Burnaby, BC, Canada.

URL

http://www.gamesconference.org/digra2005/viewabstract.php?id=193
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