Non/Participation in Eve Online Kelly Marie

Total Page:16

File Type:pdf, Size:1020Kb

Non/Participation in Eve Online Kelly Marie TO PLAY OR NOT TO PLAY: NON/PARTICIPATION IN EVE ONLINE KELLY MARIE BERGSTROM A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN EDUCATION YORK UNIVERSITY TORONTO, CANADA SEPTEMBER 2015 © KELLY BERGSTROM, 2015 Abstract This dissertation addresses a gap in the academic study of digital games whereby investigations remain focused on current players and the experiences of former or non- players are rarely accounted for. Using EVE Online (EVE), a massively multiplayer online game (MMOG) known for its difficult learning curve and homogenous community as a case study, I conducted an investigation of who does/does not play this particular game and their stated reasons for playing or not. I argue that while EVE is positioned in the MMOG market as a “sandbox” style game where in-game activities are only limited by a player’s imagination, in reality only a very particular type of play (and player) is publically acknowledged by EVE’s developer (CCP Games), the gaming enthusiast press, and academics investigations of this game, emphasizing just how little is known about who plays EVE beyond the stereotypical imagined player. Drawing on literature from leisure studies to articulate a framework for exploring barriers/constraints to gameplay and theoretically informed by feminist theories of technology, I conducted an Internet-based survey to capture the thoughts and experiences of current, former, and non-EVE players. A total of 981 participants completed the survey. In my analysis of open-ended responses, I found that current players described the game in a way that emphasized its exceptionality, relied heavily on jargon, and assumed their reader was already familiar with EVE, its player community, and its surrounding norms and conventions. Non-players who were familiar with the game described their perceptions of EVE being an unwelcoming community meant they had opted out of playing without ever downloading the trial. Former players fell into three groupings: ex-players who had permanently quit EVE, a group who want to play ii but felt forced to take a temporary break due to external constraints (e.g. exams at school or financial limitations), and a third group would consider returning if changes to their personal circumstances and/or the game happened in future. Ultimately this research complicates what it means to play or not play MMOG, opening up avenues for future research about how access and barriers to digital game play inevitably shift over time. iii Acknowledgements Without Jennifer Jenson’s tireless support and expertise in navigating the most frustrating administrative hurdles, this dissertation would not exist. No matter how far down a bunny trail I would go, Dr. Jenson managed to get me back on track and made sure I crossed the finish line in one piece and she played an important role in my successes in obtaining Ontario Graduate Scholarship and Social Science and Humanities Research Council funding to support the writing of this dissertation. Working with Dr. Jenson has shown me how much labour goes into being a dissertation supervisor and I hope one day I will be able to pay it forward. Thank you. Celia Pearce and Chloë Brushwood Rose pushed me to think about my research in new ways and remind me that there would be light at the end of this tunnel. My supervisory committee felt like the dream team, thank you for joining me on this wild adventure through New Eden. Mia Consalvo, my external examiner, was in the audience at one of my very first conference presentations about EVE Online. At that meeting of the Association of Internet Researchers, Dr. Consalvo asked me to articulate how the study of EVE Online can push game studies forward. Five years and 200+ pages later, here is an answer to that question. To all of my participants, thank you for taking the time to share your thoughts and experiences. This dissertation is as much yours as it is mine. Thank you from the bottom of my heart. I have been fortunate to meet so many amazing, smart, and generous people along this journey. Many years ago Richard Smith and J. Adam Holbrook supervised my iv undergraduate honours thesis about World of Warcraft, setting me on my path to graduate school. Richard Hawkins and Patrick Feng supervised my MA thesis about the same MMOG, and provided space in the Innovation Lab for me to articulate my growing interest in EVE. Fern Delamere first introduced me to leisure studies, and I am sad that she is not here to see how influential her work has been to my own. Nick Taylor and Suzanne de Castell, along with Jennifer Jenson, hired me to work on the VERUS project and so much of that work helped to shape my thinking about EVE. Stephanie Fisher, Felan Parker, Alison Harvey, Maren Hancock, and the rest of the VERUS RA team, thank you for the amazing memories. Long live Guardian Academy. Despite EVE having a reputation as being a cutthroat game, the community who researches it is the most cooperative, kind, and friendly group of game scholars I know. Marcus Carter, Darryl Woodford, Cat Goodfellow, and every author on the table of contents for Internet Spaceships are Serious Business, I look forward to all of our future collaborations. There are so many people who deserve thanks and I wish I could name them all. This will be an incomplete list, please forgive me Florence Chee, thank you for being there whenever I needed to Skype, the silly cat pictures when I needed a laugh, and reminding me that above all “I need dis”. Christopher Paul, Mark Chen, Todd Harper, TL Taylor, Adrienne Shaw, Shira Chess, and so many more amazing scholars I have met at the Association of Internet Researchers, you have all inspired me. I often describe AoIR as my “summer camp” and every year in October it truly feels like I’m returning to my scholarly home. I also want to thank my fellow Oxford Internet Institute attendees for voting me “most likely to be the next Judy Wajcman” – I hope this dissertation is v worthy of that honour. Renee, Megan, Angela, Crystal, Emily, Dennys, Jennifer, and anyone else on the Snark Squad that I am missing, I look forward to when our paths will cross again. Jane Griffith and Cristyne Hebert, thank you for being my library buddies and not actually making me go on that Jim Brickman cruise. I’m so happy that we are all crossing the finish line together. Jenn, Paul, Beth, and the rest of the jerks: thank you for making World of Warcraft fun again. And of course I thank my family for their constant and unwavering support. Whether it was on the dusty Intellivision or the Sega Game Gear he somehow managed to procure, my brother, Skylar, always let me have a turn to play. Now that you are a father I am so happy to see that Devyn has inherited your love of games. My parents, Dorothy and Richard, always encouraged me to further my education. You can now say that you have TWO doctors in the family. Finally, I must thank my husband, Richard Hydomako. Every time I wanted to quit, he was quick to remind me that I wouldn’t let him abandon his PhD so I had to finish my own. This dissertation is dedicated to you. vi Table of Contents Abstract .............................................................................................. ii Acknowledgements ........................................................................... iv List of Tables ...................................................................................... x List of Figures ................................................................................... xi Chapter 1: Introduction ...................................................................... 1 Blind Spots and Oversights in Game Studies ....................................................... 5 Constraints on Digital Game Play ..................................................................... 7 Why do players quit? ....................................................................................... 10 Filling in the Gaps: A study about EVE Online .................................................. 12 Research Questions ......................................................................................... 12 Dissertation Overview ..................................................................................... 13 Chapter 2: Leisure and “Choice” ....................................................... 17 Non/participation in Leisure Activities .............................................................. 18 Creating a model of barriers/constraints to leisure ...................................... 20 A gap in the literature: “lack of interest” ....................................................... 23 Women and Leisure: Exploring Constraints ..................................................... 24 Stereotypical Gamers and Constraints to Play .................................................. 28 Putting Leisure Studies and Game Studies in Conversation ............................. 37 Chapter 3: EVE Online and the Myth of the Sandbox ........................ 41 A Note on the “Difficulty” of EVE Online .......................................................... 42 A Brief Introduction to EVE Online ................................................................... 43 Unique features of EVE Online ...................................................................... 44 Positioning EVE Online in the MMOG market .................................................. 47 Space Battles and Press Releases: EVE
Recommended publications
  • Adapting Game Content with a Player Typology
    Lappeenranta-Lahti University of Technology LUT School of Engineering Science Software Engineering Master's Programme in Software Engineering and Digital Transformation Mika Savolainen ADAPTING GAME CONTENT WITH A PLAYER TYPOLOGY Examiners: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander Supervisor: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander TIIVISTELMÄ Lappeenrannan-Lahden teknillinen yliopisto School of Engineering Science Tietotekniikan koulutusohjelma Master's Programme in Software Engineering and Digital Transformation Mika Savolainen Pelisisällön mukauttaminen pelaajatypologialla Diplomityö 2019 54 sivua, 3 kuvaa, 13 taulukkoa, 2 liitettä Työn tarkastajat: D.Sc. (Tech.) Jussi Kasurinen Prof. D.Sc. (Tech.) Kari Smolander Hakusanat: pelit, pelaajatyypit, pelaajatypologia, pelinkehitys Keywords: video games, player types, player typology, game development Tämä diplomityö tutkii pelaajatypologian käyttöä peliominaisuuksien suunnitteluun ja kehittämiseen. Tätä varten toteutetaan kirjallisuuskatsaus ja kartoitetaan eri pelaajatypologioita, jonka avulla luodaan uusi pelaajatypologia. Tämän typologian perusteella suunnitellaan peliominaisuuksia, jotka lisätään toimintaseikkailupeliin. Pelaajatyyppien ja peliominaisuuksien välinen korrelaatio testataan tapaustutkimuksessa ja tulokset analysoidaan Pearsonin ja Spearmanin korrelaatiokertoimilla. ii ABSTRACT Lappeenranta-Lahti University of Technology LUT School of Engineering Science Software Engineering Master's Programme in Software Engineering and Digital
    [Show full text]
  • Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display
    cyan mag yelo black MAC Virtual Worlds, Real Leaders: Online games put the future of business leadership on display A Global INTERNATIONAL BUSINESS MACHINES CORPORATION NEW ORCHARD ROAD, ARMONK, NY 10504 Innovation ® © International Business Machines Corporation 2007 Outlook All Rights Reserved 2.0 Report SERIOSITY, INC. 2370 WATSON CT., SUITE 110, PALO ALTO, CA 94303 ™ 881832IMPO.Cover1832IMPO.Cover NNC4C4 66/20/07/20/07 112:15:522:15:52 AAMM cyan mag yelo black MAC 881832IMPO.Cover1832IMPO.Cover NNC2C2 66/20/07/20/07 112:16:082:16:08 AAMM mag yelo CG11 MAC GIO 2.0 Report “ If you want to see what business leadership may look like in three to fi ve years, look at what’s happening in online games.” — Byron Reeves, Ph.D.,≠ the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc. 1 881832IMPO.Text1832IMPO.Text NN0101 66/20/07/20/07 112:51:412:51:41 AAMM cyan mag yelo black MAC Game On As the business world becomes more distributed and virtual, do online games offer lessons on the future of leadership? 2 881832IMPO.Text1832IMPO.Text NN0202 66/20/07/20/07 112:51:422:51:42 AAMM cyan yelo black CG11 MAC GIO 2.0 Report What’s next? It’s the simple question that businesses spend millions trying to answer every year, all with the goal of learning what the business world of the future will look like. But there are some elements of this future that are already falling into place. For example, we know that business is becoming increasingly global.
    [Show full text]
  • Vulnerability and Growth in Video Game Narratives 2019
    Master's thesis Thomas Fusdahl Vulnerability and Growth in Video Game Narratives 2019 Master's thesis Approaches to Storytelling in Dark Souls 3 and Thomas Fusdahl Hellblade: Senua's Sacrifice NTNU May 2019 Faculty of Humanities Department of Design Norwegian University of Science and Technology Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Thomas Fusdahl Medievitenskap Submission date: May 2019 Supervisor: Sara Brinch Norwegian University of Science and Technology Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Master’s thesis Master’s Supervisor: Sara Brinch May 2019 NTNU Faculty of Humanities Faculty of Humanities Faculty Norwegian University of Science and Technology of Science University Norwegian Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Supervisor: Sara Brinch May 2019 Norwegian University of Science and Technology Faculty of Humanities Faculty of Humanities Acknowledgments: After finally finishing I want to thank the people who believed in me when I didn’t. Most of all my parents for both financial and moral support. I couldn’t have done it without you. Additionally, I want to thank my supervisor Sara Brinch for her understanding and support and helping me believe in the project. Lastly, I want to give a shout out to the Easy Allies, an online media outlet that has made it fun to stay engaged in both the culture and business of video games.
    [Show full text]
  • Alternate Artifact and Conan Bonus Card
    Your Kickstarter edition of Adventures in Hyboria includes extra components, not included in the regular retail edition of the expansion: — 3 alternate Artifact cards — 3 Artifact tokens — 1 alternate Conan Bonus card — 8 Conan’s Chronicle cards — 16 Conquest cards — 6 Hyborian God cards — 4 sets of Hyborian God tokens — 4 Sorcery cards In this rulebook, you will nd the necessary rules to add these components to your Age of Conan games. All components are optional, and they can be used together or separately. ALTERNATE ARTIFACT AND CONAN BONUS CARD 7KH6ZRUGRI $WODQWLV ,NMRSDQR 6GDMXNT@QDHMUNKUDCHM@ LHKHS@QXBNMSDRS XNTL@XOK@X SVNRSQ@SDFXB@QCR@MC@OOKXANSG DEEDBSR AOC0002KS—EXTRA CARDS 1/4 Artifact cards Artifact tokens (Front and Back) ere are two ways to use alternate artifacts and bonus card: — At the start of the game, players may mutually agree which of the two versions of each artifact (and Conan bonus) to use for this game. — Both versions are used. Whenever a player receives an artifact, he may decide which of the two versions to use. Also included in this expansion are three artifact die-cut tokens. You may use these tokens to show more visibly which player holds a speci c artifact. 1 CONAN’S CHRONICLE CARDS &RQDQWKH %$5%$5,$1 #Q@VSVN@CUDMSTQDSNJDMR *DDONMD @MCSQ@CDSGD NSGDQHLLDCH@SDKXENQFNKC NQRNQBDQX 8NTL@XLNUD "NM@M@MCOK@BDNMD Q@HCDQSNJDM AOC0002KS—CHRONICLE CARDS 1/8 Chronicle card (Front and Back) e deck of 8 chronicle cards is used to represent and indicate various moments in Conan’s life. Only one chronicle card is in play at any given moment.
    [Show full text]
  • Funcom Offers Age of Conan Players a Fresh Start
    Jan 24, 2018 18:21 UTC Funcom Offers Age Of Conan Players a Fresh Start – The new Saga of Zath is a time-limited server where players race to unlock exclusive items and can even defeat powerful raid bosses for server-wide rewards – Oslo, Norway – January 24th, 2018 – Funcom's free to play MMORPG ‘Age of Conan’ just introduced the brand new Saga of Zath server. The time-limited server will be available until the 15th of May, when the game celebrates its tenth anniversary, and gives players a fresh new start and a chance to get their hands on unique rewards. Players will be rewarded for reaching level 20, 50 and 80. They can earn exclusive rewards such as new titles, a full set of new social armor and an epic weapon set, cloak and necklace. On the new Saga server players also gain access to the all new Hoard of the Third Raider which contains a host of new treasures, such as a monstrous armored spider mount! Players can claim the unique rewards on a second character of their choosing and their character on the Saga server will be transferred to the main server after the Saga server ends. Get the Age of Conan – Saga of Zath Video here: Download from the Funcom FTP | Embed directly from YouTubeClick here to read more about the Saga of Zath server “We wanted to offer veteran players the thrill of starting fresh on a new server and new players the opportunity to start on equal footing with everyone else.” Says producer Josh Mills.
    [Show full text]
  • Appendice Il Corpus Conaniano
    07 appendice_153 27-05-2011 9:56 Pagina 153 Appendice Il corpus conaniano 1. Opere di Robert Ervin Howard A. Racconti di Conan pubblicati su Weird Tales The Phoenix on the Sword, «Weird Tales» 20 6, dicembre 1932. The Scarlet Citadel, «Weird Tales» 21 1, gennaio 1933. The Tower of the Elephant, «Weird Tales» 21 3, marzo 1933. Black Colossus, «Weird Tales» 21 6, giugno 1933. Xuthal of the Dusk, «Weird Tales» 22 3, settembre 1933, come The Slithering Shadow. The Pool of the Black One, «Weird Tales» 22 4, ottobre 1933. Rogues in the House, «Weird Tales» 23 1, gennaio 1934. Iron Shadows in the Moon, «Weird Tales» 23 4, aprile 1934, come Shadows in the Moonlight. Queen of the Black Coast, «Weird Tales» 23 5, maggio 1934. The Devil in Iron, «Weird Tales» 24 2, agosto 1934. The People of the Black Circle, «Weird Tales» 24 3-5, settembre/ ottobre/novembre 1934. A Witch Shall be Born, «Weird Tales» 24 6, dicembre 1934. Jewels of Gwahlur, «Weird Tales» 25 3, marzo 1935. Beyond the Black River, «Weird Tales» 25 5-6, maggio/giugno 1935. Man-Eaters of Zamboula, «Weird Tales» 26 5, novembre 1935, co- me Shadows in Zamboula. Red Nails, «Weird Tales» 28 1-3, luglio/agosto-settembre/ottobre 1936. 07 appendice_153 27-05-2011 9:56 Pagina 154 154 Conan il mito B. Romanzi con protagonista Conan The Hour of the Dragon, «Weird Tales» 26 6 & 27 1-4, dicembre 1935/gennaio/febbraio/marzo/aprile 1936. C. Storie di Conan pubblicate postume Si indicano le prime edizioni dei testi originali, non rivisti.
    [Show full text]
  • Game Developer Magazine
    >> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game.
    [Show full text]
  • CSM Meeting Report. During the CSM‟S Recent Visit to Iceland, The
    CSM meeting report. During the CSM‟s recent visit to Iceland, the delegates had 6 major meetings with CCP staff. The general purpose of the visit was to give CSM more background information on CCP processes, and develop better ways for CCP to use CSM input to improve EVE. However, in addition to this, many other topics of general interest to the EVE community were discussed in detail, planning was begun for the December Summit, and the CSM was invited to observe some Sprint Demos. The CSM was very pleased with the depth and quality of the discussions held during the meeting, as well as the marked change in “atmosphere” during the visit, which made our interactions with CCP both pleasant and extremely productive. In these meetings, there was much back-and-forth discussion, with CSM (and CCP) questions resulting in clarification of (or elaboration on) the material presented. Where appropriate, for the purposes of both brevity and clarity, many of these discussions have been folded into the main narrative. Direct quotes by individuals are quoted, and paraphrased summaries are prefaced by the name of the speaker (or CSM / CCP as appropriate). Meeting 1 - The CCP Kickoff, a.k.a. “The Hilmarathon” CCP attendance: Hilmar (CCP Hellmar), Arnar (CCP Zulu) and Eyjólfur (CCP Dr.EyjoG). The meeting began with a presentation by Hilmar of the CCP 2010 kick off video, depicting the „Deliver‟ theme and slides connected to that message, accompanied by many clarifying comments, both unsolicited and in response to CSM questions. Hilmar spoke about the past expansions and the past kickoffs and the experience accumulated from them.
    [Show full text]
  • Meredith Finch Aneke Andy Troy
    MEREDITH FINCH ANDY TROY BONUS DIGITAL EDITION – DETAILS INSIDE! ANEKE ADVISORY PARENTAL PARENTAL 5 0 0 5 1 1 $3.99 US 7 59606 09399 1 Between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the sons of Aryas, there was an age undreamed of, an age of barbarism and fierce warriors, an age of magic and treasure, known as the Hyborian Age. This is the… AMONG THE MERCENARIES AND PIRATES OF THE AGE, ONE FIGHTER STANDS OUT IN LEGEND. BUT BEFORE SHE WAS PART OF THE RED BROTHERHOOD, SHE WAS KNOWN SIMPLY AS… chapter five HEART OF VENGEANCE When her parents were killed by Zingaran pirates, young Valeria was raised by her older brother, Cassian, a royal guardsman-in-training, and his mentor, Antonius, a Mitran Knight. After she witnessed Cassian’s murder by a hooded figure, Valeria has spent her life training to become the best swordfighter in all of Aquilonia while also hunting her brother’s killer. Valeria’s quest led her to a Mitran monastery where she discovered Antonius, whom she suspects murdered Cassian. After hearing conflicting stories about Cassian’s past loyalties from both Antonius and their former comrade, Lord Blasius, for the first time Valeria found herself uncertain of Antonius’ guilt. She nevertheless decided to seek vengeance, sneaking into Antonius’ room to deliver the killing strike… MEREDITH FINCH ◊ WRITER ANEKE ◊ ARTIST ANDY TROY ◊ COLOR ARTIST VC’s TRAVIS LANHAM ◊ LETTERER JAY ANACLETO & ROMULO FAJARDO JR. ◊ COVER ARTISTS ANTHONY GAMBINO FOR CONAN PROPERTIES INTERNATIONAL LOGO & PRODUCTION DESIGN ◊ JAY BOWEN & SALENA MAHINA FRED MALMBERG TREASURER OF TRANICOS NOVELLA DESIGN JAY ZETTERBERG ◊ ROYAL LIBRARIAN OF AQUILONIA MARK BASSO ◊ EDITOR MARTIN BIRO ◊ ASSISTANT EDITOR STEVE BOOTH ◊ COMMANDER OF THE BLACK DRAGONS ◊ RALPH MACCHIO CONSULTING EDITOR MIKE JACOBSEN ◊ THE FROST GIANT’S SON-IN-LAW C.B.
    [Show full text]
  • Master Thesis Marlen Komorowski
    Vrije Universiteit Brussel Marlen Komorowski Faculteit Letteren en Wijsbegeerte Study Area Communication Studies Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Thesis submitted to obtain the grade of Master of Communication Studies – New Media and Society in Europe Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Academic Year: 2012-2013 39,882 ABSTRACT Marlen Komorowski Vrije Universiteit Brussel / 2012-2013 Title: Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Our economy had changed significantly through digitization bringing new business opportunities but also threats which especially influences the media industry. One possibility to deal with these new circumstances is to implement innovative online revenue models. In order to find successful revenue models the youngest media industry, the digital game industry, is in a position to show meaningful findings. The integrated online revenue models of representative massively multiplayer online role-playing games (MMORPGs), revealed that the subscription model and free-to-play model, based on freemium and micro- transactions, are crucial in this segment. Trends can be identified expressing a strong shift to free-to-play and the importance of accessibility and social interaction in MMORPGs. The free-to-play model seems to be the future not only for MMORPGs but also the whole media industry. Key Words: disruptive innovations, media products, digital game industry, massively multiplayer online role-playing games, revenue model, payment model, sustainability, subscription, free-to-play, accessibility Words: 39,884 I TABLE OF CONTENTS ABSTRACT I TABLE OF CONTENTS II LIST OF TABLES AND FIGURES IV ABBREVIATIONS V ACKNOWLEDGEMENT VII PREFACE VIII Chapter 1: Introduction of the Research 1 1.1.
    [Show full text]
  • KARELIA UNIVERSITY of APPLIED SCIENCES Degree Programme in Business Information Technology
    KARELIA UNIVERSITY OF APPLIED SCIENCES Degree Programme In Business Information Technology Teemu Kokkonen MICROTRANSACTIONS IN AN ANDROID GAME Thesis June 2014 THESIS June 2014 Degree Programme In Business Information Technology Karjalankatu 3 80220 JOENSUU FINLAND 013 260 600 Author(s) Teemu Kokkonen Title Microtransactions in an Android Game Commissioned by - Abstract The objective of this thesis is to explore the products sold within mobile applications and games, called in-app purchases or microtransactions. The thesis studies the history and nature of these microtransactions and examines their positive and negative effects on game design, as well as analyzes their usage in modern mobile games. To reinforce the research, a mobile game codenamed TownBuilder was developed alongside the thesis. The game paid attention to the designs explored in the earlier chapters and incorporated design choices that attempted to optimize the effectiveness of the microtransactions. In addition to the design, a portable code package was set to be developed to simplify the usage of the in-app purchases in conjunction with Google Play services. The game that was developed during the thesis reached an early alpha stage, with the microtransaction functionality demonstrably in place and some gameplay to go with it. The design of the game was inspired by several successful examples on the field, and even though it is not finished, the design was set a solid foundation for including microtransactions in a player-friendly way. With all its perks and disadvantages, it remains still yet to be seen if microtransactions are the way of the future for the games industry. Despite the success stories, there are a lot of alternatives, some of which yet undiscovered.
    [Show full text]
  • Mmozine Issue 9
    FREE! NAVIGATE Issue 9 | January 2009 FREE FOOTBALL MANAGER LIVE FOR A YEAR + LOADS OF SEGA STUFF! + PREVIEWED Darkfall MMOZine The old school revival Free Magazine For MMO Gamers. Read it, Print it, Send it to your mates is close at hand EXCLUSIVE #1 + REVIEWED Football Manager Live It’s time to really get the EXCLUSIVE #2 season started LEADING THE CHARGE OF THE FREE! + LONG TERM TEST THE MINES OF MORIA ATLANTICA ONLINE BACK TO BASICS Delving deep inside Earth and beyond in this World Of LOTRO’s latest expansion magical combat MMOG Warcraft The Journey Begins CONTROL NAVIGATE |02 Contents WIN! QUICK FINDER DON’T MISS! A GRAPHICS Every game’s just a click away This month’s highlights… CARD! Global Agenda Darkfall Welcome Infinity: The The Chronicles Quest for Earth of Spellborn RUNES Shin Megami Lord of the to Darkfall Tensei Rings Online: When in comes to choosing an online world, OF MAGIC Enter the light Champions Online Mines of Moria most of us are happy to pay monthly charges, Horsing around for free Free Realms Football believing that a more consistent experience is Stargate Worlds Manager Live guaranteed when equal fees apply to all. The Tabula Rasa Atlantica Online misnomer over ‘free-2-play’ games is that they are Tears Saga shoddy in comparison, when the truth is that f2p EVE Online: games still require sustainable levels of investment. Apocrypha The difference is that those who can’t or won’t Runes of Magic pay are still allowed in, while those with money can pay extra and buy in-game luxuries.
    [Show full text]