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Mesterséges Világok Nyomában Budapesti Corvinus Egyetem Gazdálkodástudományi Kar E-Business Kutatóközpont MESTERSÉGES VILÁGOK NYOMÁBAN A VILÁGHÁLÓ ÉS A JÁTÉKIPAR SZIMBIÓZISA Készítette: Dobó Balázs Gutléber Csaba gazdasági informatika szak e-business szakirány 2008 Szakszeminárium-vezető: Füleki Dániel TARTALOMJEGYZÉK TARTALOMJEGYZÉK................................................................................................... 2 1. BEVEZETÉS................................................................................................................ 6 2. JÁTÉKOK, SZÁMÍTÓGÉPES JÁTÉKOK ............................................................... 10 2.1. Mi a játék? ........................................................................................................... 10 2.2. Mik azok a számítógépes játékok? ...................................................................... 13 2.3. Miért is játszunk a számítógépen?....................................................................... 14 3. VIRTUÁLIS VILÁGOK KIALAKULÁSA, PIACA ÉS JELLEMZŐI .................... 17 3.1. MMO, MMOG, MMORPG................................................................................. 17 3.2. Virtuális világok kialakulása ............................................................................... 18 3.2.1. Szerepjátékok és a MUD .............................................................................. 18 3.2.1.1. Asztali szerepjátékok ............................................................................. 18 3.2.1.2. Az első RPG........................................................................................... 19 3.2.1.3. MUD ...................................................................................................... 19 3.2.2. Kezdeti MMORPG-k.................................................................................... 20 3.2.3. MMORPG-k elterjedése ............................................................................... 20 3.3. MMOG piac jelenlegi helyzete............................................................................ 21 3.4. A virtuális világok jellemzői................................................................................ 22 3.5. Az MMORPG-k jellemzői................................................................................... 23 4. VIRTUÁLIS TÁRSADALOM................................................................................... 24 4.1. Kik játszanak?...................................................................................................... 24 4.1.1. Nemek........................................................................................................... 25 4.1.2. Kor ................................................................................................................ 27 4.2. Mennyit játszanak? .............................................................................................. 29 2. oldal 4.3. Miért játszanak?................................................................................................... 30 4.3.1. Motiváció...................................................................................................... 31 4.3.2. Játékos típusok.............................................................................................. 35 4.3.3. Játék vagy munka?........................................................................................ 38 4.4. Kapcsolatok, szociális normák ............................................................................ 41 4.4.1. Kapcsolatok .................................................................................................. 41 4.4.2. Szociális normák........................................................................................... 43 4.4.2.1. Verbális kommunikáció......................................................................... 43 4.4.2.2. Nonverbális kommunikáció................................................................... 44 4.4.3. Klánok........................................................................................................... 45 4.4.3.1. Esettanulmány: HeavyRaider Co............................................................... 46 5. VIRTUÁLIS GAZDASÁGOK................................................................................... 55 5.1. Virtuális, vagy mégsem?...................................................................................... 55 5.2. Virtuális gazdaságok struktúrája.......................................................................... 57 5.2.1. Alapvető működési elv ................................................................................. 57 5.2.2. A siker feltételei............................................................................................ 58 5.2.3. Virtuális világok valós jellemzői .................................................................. 64 5.2.3.1. Foglalkoztatottság.................................................................................. 65 5.2.3.2. Lehetőségek ........................................................................................... 65 5.2.3.3. Eredmények ........................................................................................... 66 5.2.3.4. Jólét........................................................................................................ 68 5.2.3.5. Keresetek és szervezetek ....................................................................... 68 5.2.3.6. Gazdasági növekedés............................................................................. 69 5.2.3.7. Adózás ................................................................................................... 70 5.2.3.8. Monetáris politika.................................................................................. 71 5.2.4. Szintetikus kormány, virtuális politika ......................................................... 72 3. oldal 5.3. Tulajdon............................................................................................................... 77 5.4. Valuta................................................................................................................... 81 5.5. Egy virtuális gazdaság teljesítményének mérhetősége........................................ 82 5.5.1. Résztvevők.................................................................................................... 84 5.5.2. Értékteremtés ................................................................................................ 85 5.5.3. Kereslet és kínálat......................................................................................... 85 5.5.4. Makroökonómiai mutatók............................................................................. 86 6. VILÁGOK TALÁLKOZÁSA.................................................................................... 90 6.1. Új üzleti modellek................................................................................................ 91 6.1.1. Fejlesztés....................................................................................................... 91 6.1.2. Értékesítés..................................................................................................... 95 6.1.3. Üzemeltetés................................................................................................... 95 6.2. Másodlagos piacok .............................................................................................. 97 6.2.1. Áttekintés...................................................................................................... 97 6.2.2. Problémák és kérdések................................................................................ 100 6.2.3. A piac mérete.............................................................................................. 102 6.3. Az aranyfarmerek .............................................................................................. 104 6.4. Az adózás kérdése.............................................................................................. 105 6.5. Játékosok............................................................................................................ 106 6.5.1. Függősség ................................................................................................... 106 6.5.2. Erőszak........................................................................................................ 111 6.5.3. Új generáció................................................................................................ 117 6.5.4. Egy játékos mindennapjai........................................................................... 119 6.6. Kormányzati beavatkozás.................................................................................. 121 6.7. Virtuális legendák.............................................................................................. 122 7. A VIRTUÁLIS VILÁGOK JÖVŐJE....................................................................... 127 4. oldal 7.1. A következő generációs MMO-k....................................................................... 127 7.1.1. Grafikai megvalósítás ................................................................................. 127 7.1.2. Mindenütt jelenlévő játék ........................................................................... 128 7.1.3. Egyedi történet és teljes körű testreszabás.................................................. 129 7.1.4. Fejlett és szenzitív mesterséges intelligencia.............................................. 129 7.1.5. Integrált kommunikáció.............................................................................
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