Configuring the player: subversive behavior in Project Entropia
2005 (English)In: Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play / [ed] Suzanne de Castell, Jennifer Jenson, 2005, 1-6 p.Conference paper (Refereed)
This paper presents the concept of a “black box” as a tool for analyzing virtual worlds. The concept comes from the field of Science & Technology Studies (STS) and we employ it here more specifically to study one such virtual world in particular, Project Entropia. The concept of a “black box” is used to describe the developers’ efforts to hide or to build certain assumptions into the very fabric of the virtual world in order to get the players to perform certain prescribed roles. The concept is also used to describe players’ efforts to open up this black box in order to get access to and playother roles – roles not prescribed by the game publisher and that in some cases function as a threat to the publisher’s business model. The focus of the analysis is on the imperative to “pay to play”. This imperative is essential to the developers of the game since Project Entropia does not employ the usual subscription-based revenue model that most other Massively Multiplayer Online Games (MMOGs) use.
Place, publisher, year, edition, pages
2005. 1-6 p.
MMOG, subversion, player strategies, Project Entropia
Media and Communication Technology
IdentifiersURN: urn:nbn:se:kth:diva-60603ScopusID: 2-s2.0-84873370913OAI: oai:DiVA.org:kth-60603DiVA: diva2:477564
2nd International Conference on Digital Games Research Association, Changing Views - Worlds in Play, DiGRA 2005; Vancouver, BC, Canada, 16-20 June, 2005
QC 201408212012-01-132012-01-132014-08-21Bibliographically approved