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Virtuell handel i onlinespel ur spelares perspektiv.
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2012 (Swedish)Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Real-money trade (RMT) of virtual assets in MMO:s is a large phenomenon. Many studies have analysed how RMT affects the game, but few have asked and discussed with players how they feel about RMT. Many different games have been analysed in earlier studies but we have chosen to analyse the game World of Warcraft (WoW) because of its popularity and the large presence of RMT in this game.

In this study gamers from WoW have been given the chance to express their opinion about how RMT affects the game and how they believe that RMT should be handled in MMO:s.

Abstract [sv]

RMT (Real-Money-Trade), virtuell handel för riktiga pengar, i MMO:s är ett stort fenomen. Det finns flera studier som analyserat hur RMT påverkar spelen. Däremot är det endast få som fokuserat på spelarnas perspektiv, intervjuat spelare och diskuterat med dem. Därför behövs en studie som undersöker spelarnas åsikter angående RMT. Flera olika spel har analyserats i tidigare studier men vår analys utgår från MMO-spelet World of Warcraft (WoW) baserat både på dess popularitet och att RMT är vanligt i detta spel.

I denna studie har personer som spelar WoW fått uttrycka sina åsikter kring hur RMT påverkar spelet och hur de tycker att RMT ska hanteras.

Place, publisher, year, edition, pages
Kandidatexjobb CSC, K12074
National Category
Computer Science
URN: urn:nbn:se:kth:diva-131079OAI: diva2:654525
Educational program
Master of Science in Engineering - Media Technology
Available from: 2013-10-07 Created: 2013-10-07

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