Real Economics in Virtual Worlds: A Massively Multiplayer Online Game Case Study: Runescape

Author(s):  
Tanla E. Bilir
2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Kelly Bergstrom

In this article, I argue for the inclusion of ‘deviant leisure’—a concept borrowed from the neighboring field of Leisure Studies—to provide Game Studies with a more robust theoretical toolkit to examine negative player-to-player interactions within online gameworlds. As a means of adding additional vocabulary to describe norms violating behavior, this article uses the Massively Multiplayer Online Game EVE Online as a case study to demonstrate how deviant leisure can be an effective framework for unpacking some of the behaviors observed within gameworlds that don’t quite fit into other commonly used categories such as dark play, griefing, trolling, or toxicity. Of particular value for Game Studies, deviant leisure has within it an embedded critique of the social order. In this article, I argue that what is happening in EVE is a rejection of games being coopted by society into becoming an activity that must be productive, and instead via the lens of deviant leisure we can recast these events as a struggle for gameplay to return to leisure for leisure’s sake.


Author(s):  
Selen Turkay ◽  
Charles K. Kinzer

Player identification is an outcome of gameplay experiences in virtual worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar customization has potential to impact player identification by shaping the relationship between the player and the character. This mixed method study examines the effects of avatar-based customization on players' identification with their characters, and the effects of identification dimensions (i.e., perceived similarity, wishful identification, embodied presence) on their motivation in a massively multiplayer online game, Lord of the Rings Online (LotRO). Participants (N = 66) played LotRO either in customization or in no-customization group for ten hours in four sessions in a lab setting. Data were collected through interviews and surveys. Results showed both time and avatar customization positively impacted player identification with their characters. Player motivation was predicted in different sessions by different identification dimensions, which shows the dynamic and situational impact of identification on motivation.


2020 ◽  
Vol 13 (4) ◽  
pp. 648-661 ◽  
Author(s):  
Jose A. Ruiperez-Valiente ◽  
Matthew Gaydos ◽  
Louisa Rosenheck ◽  
Yoon Jeon Kim ◽  
Eric Klopfer

2012 ◽  
Vol 42 (4) ◽  
pp. 479-484 ◽  
Author(s):  
Ashish Patro ◽  
Shravan Rayanchu ◽  
Michael Griepentrog ◽  
Yadi Ma ◽  
Suman Banerjee

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