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Law, order and conflicts of interest in massively multiplayer online games
KTH, School of Computer Science and Communication (CSC), Media Technology and Graphic Arts, Media (closed 20111231). Media / Computer Game Development, School of Humanities and Informatics, University of Skövde, Sweden.
KTH, School of Computer Science and Communication (CSC), Human - Computer Interaction, MDI (closed 20111231).
2005 (English)Conference paper (Refereed)
Abstract [en]

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.
Keyword [en]
Everquest, MMORPG, MMOG, social dilemmas, conflicts of interest, guilds
National Category
Media and Communication Technology
URN: urn:nbn:se:kth:diva-60615ScopusID: 2-s2.0-84873344581OAI: 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 20120125

Available from: 2012-01-13 Created: 2012-01-13 Last updated: 2014-09-30Bibliographically approved

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Pargman, DanielEriksson, Andreas
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Media Technology and Graphic Arts, Media (closed 20111231)Human - Computer Interaction, MDI (closed 20111231)
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ReferencesLink to record
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