Law, order and conflicts of interest in massively multiplayer online games
Keywords:
everquest, mmorpg, mmog, social dilemmas, conflicts of interest, guildsAbstract
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.Downloads
Published
2005-01-01
Bibtex
@Conference{digra212, title ="Law, order and conflicts of interest in massively multiplayer online games", year = "2005", author = "Pargman, Daniel and Eriksson, Andreas", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/212}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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