Ruling the virtual world
Overview & Synopsis
This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It examines areas where tactics of control are mobilized: by developers through design processes, by publishers through community management and legal practices and by players through participatory practices. As people with access to online technologies come to live more of their social lives (and work lives) in online environments, and to construct identities and communities in proprietary spaces, the terms under which they do so become increasingly important. In a context where economic value resides in intellectual property and immaterial labour, and where social networks have economic value extracted from them, the corporate practices which harness this value and the responses of participants become interesting for sociocultural and economic reasons. Using EverQuest and as case studies, this article traces the flows of power between publishers, developers and players in the networked production of MMOGs.
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Document Information
| Document Title | Ruling the virtual world |
|---|---|
| Author / Organization | Sal Humphreys |
| Subject & Discipline | Multidisciplinary Academic Open Research |
| Categories | Science & Mathematics |
| Publication Year | 2008 |
| License / Rights | Open Access / Creative Commons |
| Resource Verification | Listed PDF (Verification Pending) |
| Original Host Website |
HAL Open Science
(hal.science)
|
| File Format | application/pdf (Portable Document Format) |
| Language | EN |
| Catalog ID | DOC-19047 |
| Original Source Link | Visit Source Page on hal.science » |