Law, order and conflicts of interest in massively multiplayer online games
2005 (English)Conference paper (Refereed)
In huge online games where great numbers of players can be connected at the same time, social interaction is complex and conflicts become part of everyday life. There is a set of rules and norms in the game for what is allowed and what is prohibited and these are partly set up by the game publisher and partly evolve among the players themselves over time. This paper describes and exemplifies a number of often-contested behaviors around which most in-game conflicts in the massively multiplayer online games (MMOG) Everquest revolve. Using these examples as a starting point, the paper presents a conceptual framework for analyzing conflicts and allegiance in MMOGs.
Place, publisher, year, edition, pages
Vancouver: University of Vancouver , 2005.
Everquest, MMORPG, MMOG, social dilemmas, conflicts of interest, guilds
Media and Communication Technology
IdentifiersURN: urn:nbn:se:kth:diva-60615ScopusID: 2-s2.0-84873344581OAI: oai:DiVA.org:kth-60615DiVA: diva2:477604
2nd International Conference on Digital Games Research Association: Changing Views: Worlds in Play, DiGRA 2005; Vancouver, BC; Canada; 16 June 2005 through 20 June 2005
QC 201201252012-01-132012-01-132014-09-30Bibliographically approved