The Free-To-Play Game Commodity
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Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Multiprocessing Contents
Multiprocessing Contents 1 Multiprocessing 1 1.1 Pre-history .............................................. 1 1.2 Key topics ............................................... 1 1.2.1 Processor symmetry ...................................... 1 1.2.2 Instruction and data streams ................................. 1 1.2.3 Processor coupling ...................................... 2 1.2.4 Multiprocessor Communication Architecture ......................... 2 1.3 Flynn’s taxonomy ........................................... 2 1.3.1 SISD multiprocessing ..................................... 2 1.3.2 SIMD multiprocessing .................................... 2 1.3.3 MISD multiprocessing .................................... 3 1.3.4 MIMD multiprocessing .................................... 3 1.4 See also ................................................ 3 1.5 References ............................................... 3 2 Computer multitasking 5 2.1 Multiprogramming .......................................... 5 2.2 Cooperative multitasking ....................................... 6 2.3 Preemptive multitasking ....................................... 6 2.4 Real time ............................................... 7 2.5 Multithreading ............................................ 7 2.6 Memory protection .......................................... 7 2.7 Memory swapping .......................................... 7 2.8 Programming ............................................. 7 2.9 See also ................................................ 8 2.10 References ............................................. -
United States District Court District of Massachusetts Boston Division
Case 1:10-cv-10216-NMG Document 41 Filed 11/12/10 Page 1 of 13 UNITED STATES DISTRICT COURT DISTRICT OF MASSACHUSETTS BOSTON DIVISION JAGEX LIMITED, ) ) Case No. 1:10-cv-10216 PLAINTIFF, ) ) v. ) ) IMPULSE SOFTWARE, ) ERIC SNELLMAN, and ) MARK SNELLMAN ) ) DEFENDANTS. ) ____________________________________) DEFENDANTS AMENDED ANSWER, AFFIRMATIVE DEFENSES AND COUNTERCLAIM Defendants, IMPULSE SOFTWARE, ERIC SNELLMAN and MARK SNELLMAN (“Defendants”) by and through their undersigned attorneys hereby file their Amended Answer, Affirmative Defenses and Counterclaim to Plaintiff, JAGEX LIMITED’s (“Plaintiff” or “Jagex”) Complaint and state: NATURE OF THIS ACTION 1. Admitted that Jagex is seeking injunctive relief, damages and other related equitable relief for the alleged violations described in its Complaint, but denied that Jagex is entitled to such relief. THE PLAINTIFF AND THE RUNESCAPE® GAME 2. Without knowledge and therefore denied. 3. Without knowledge and therefore denied. Case 1:10-cv-10216-NMG Document 41 Filed 11/12/10 Page 2 of 13 4. Admitted that Jagex operates the website www.runescape.com, and that RuneScape® is a massive multiplayer online game (“MMOG”) that takes place in a fantasy- themed realm divided into several different kingdoms, regions and cities. Without knowledge as to the remaining allegations in this paragraph and therefore denied. 5. Without knowledge and therefore denied. 6. Admitted that Jagex offers both subscription and free-to-play versions of RuneScape®. Without knowledge as to the remaining allegations in this paragraph and therefore denied. 7. Admitted that game players on RuneScape® can customize their own avatar and battle demons and dragons, complete quests, or increase their experience in the skills. -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
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. -
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. -
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. -
Sigla Himinfley
Hugvísindasvið Sigla himinfley Þróun og tilurð Eve Online Ritgerð til B.A.-prófs Theódór Árni Hansson Júní 2010 Háskóli Íslands Hugvísindasvið Sagnfræði Sigla himinfley Þróun og tilurð Eve Online Ritgerð til B.A.-prófs Theódór Árni Hansson Kt.: 150182-3959 Leiðbeinandi: Eggert Þór Bernharðsson Júní 2010 2 Formáli Sérstakar þakkir Þetta verk er skrifað á áhugaverðum kafla í lífi mínu. Margir studdu mig og hjálpuðu til, hvort sem það var við yfirlestur eða benda mér í rétta átt þegar ég var rammvilltur í endalausum heimildum og textabrotum. Mér þykir rétt að nefna suma þeirra á nafn því að í gegn um mig eiga þeir hluta í þessu verki. Hulda Lárusdóttir, Hákon Örn Árnason, Helena Júnía Stefánsdóttir, Haraldur Hrafn Guðmundsson (Krummi), Fathma Nachiar, Guðmundur Kári Ágústsson, Kristín Waage, Katla Kristín Ólafsdóttir, Markús Andri Gordon Wilde, Unnur Stefanía Alfreðsdóttir, Halldóra Björk Bergmann, og Katrín Kristín Söebech. Ég vil þakka ykkur vinir mínir fyrir þá umhyggju og stuðning sem þið veittuð mér og fyrir að sparka duglega í mig ef ég villtist af réttri braut. Leiðbeinandi minn Eggert Þór Bernharðsson á skilið sérstakar þakkir fyrir að gefast aldrei upp á mér, halda mér við efnið og hvetja mig til dáða. Einnig vil ég þakka CCP fyrir veittan stuðning og endalausa þolinmæði. 17. maí, dagurinn sem ENIAC verkefninu var hrint í framkvæmd. 3 Efnisyfirlit Inngangur ..................................................................................................................... 5 1.Kafli –Tæknigrundvöllur fyrir fjölspilunartölvuleiki -
Innovation Management in the Massively Multiplayer Online Game Industry Master Thesis
Innovation management in the Massively Multiplayer Online game industry Master Thesis Copenhagen Business School 2013 CM – SOL Strategy, Organization and Leadership Hand in date: 14.10.13 STU 180.009 Pages: 85 Supervisor: Niels Bjorn Andersen Thorkell Olafur Arnason _________________________________ 1 Abstract The video game industry had its start in the 1970s where it began as few amateur programmers creating video games over the span of several weeks. Today this industry has revenues of billions of dollars in the United States alone and its projects are larger and create more revenue than the movie industry. The consumers are no longer boys in their teens but rather men and women in their 30s. One part of the video game industry is a different from the rest, with games focusing on team-work and socializing in a persistent world. This is the Massively Multiplayer Online game or MMO. Millions of people pay subscription to play these games, to access the world of the game. But as these games are ever changing the developers must continually iterate on these games and innovate in order to keep the player interested. In this industry I look for an answer to the question: “How does a Massively Multiplayer Online game company manage the innovation of a product?”. To answer this question I begin by applying Van de ven et al.’s Process Model to the innovation process of a new MMO. This new MMO is Dust 514, the latest game from CCP Games, the developers and publishers of EVE Online, an MMO that came out in 2003 and is still growing every year, with 500.000 players in 2013. -
Sindri Sigurður Jónsson Kt.: 280796-2989
Háskóli Íslands Hugvísindasvið Kínversk Fræði How CCP Shanghai Manages Diversity through Strategic Human Resource Management Ritgerð til B.A.-prófs Sindri Sigurður Jónsson Kt.: 280796-2989 Leiðbeinandi: Geir Sigurðsson Maí 2018 Executive Summary This thesis aims to examine strategic human resource management and how it can be configured to manage diversity in a transnational company. Specifically, CCP’s Shanghai office was taken as an example because it is an Icelandic company with a branch located in China, which has a diverse workforce. In order gain a better understanding of the underlying cultural values of both countries, Iceland and China were compared via Hofstede’s cultural dimensions. Those cultural values serve as a foundation towards interpreting how employees in the Chinese affiliate might perceive HRM activities differently than in the parent enterprise. A four-step process towards managing diversity was formulated by the researcher to serve as a theoretical framework for judging the performance of CCP Shanghai’s strategic HRM activities. An in-depth qualitative interview was subsequently conducted with CCP Shanghai’s HR Director Helen Hu. The information gathered from previous research and the findings of the qualitative interview were compared using the diversity management framework to gauge where CCP Shanghai excels and where they can improve. Overall, CCP Shanghai can be described according to Hofstede’s cultural dimensions as a: collectivist, feminine, and indulgent organization with low power distance, a long-term orientation and low uncertainty avoidance. The company is highly effective in managing diversity through analyzing contextual factors, facilitating learning and development, promoting inclusion and creating an organizational culture. -
Mmozine Issue 10
FREE! NAVIGATE Issue 10 | March 2009 WIN! World Of Warcraft + INTERVIEW Hardware! Jumpgate Jumpgate Evolution MMOZine Are NetDevil prepared Free Magazine For MMO Gamers. Read it, Print it, Send it to your mates Evolution Beta Keys for launch? EXCLUSIVE LOTRO Special Edition + DEVELOPER CHAT Everquest is 10! Happy birthday to Sony’s ground-breaking MMORPG APOCRYPHA EXPLORING THE LATEST EVE EXPANSION + EXPANSION PREVIEW Warhammer Online: Call GOODBYE TABULA RASA FREE REALMS PREVIEWED To Arms + PLUS! MIDDLE EARTH ON TRIAL Mythic go on the offensive CONTROL NAVIGATE |02 Contents WIN! QUICK FINDER DON’T MISS! LORD OF THE Every game’s just a click away This month’s highlights… RINGS PACK! Pirate Galaxy Football Welcome Dragonica Superstars Need for Speed Free Realms to EVE ONLINE: Online Jumpgate Free Realms Atlantica Online Evolution If you happen to be reading this tenth issue on APOCRYPHA Doin’ it for the kids The Chronicles publication day – which happens to fall on the Need for Speed Could this update be Final Fantasy of Spellborn tenth day of March – then you should be the best EVE yet? XI Online Lord of the impressed that today happens to also be a EVE Online: Rings Online significant date in the history of the classic MMO, Apocrypha EverQuest EVE Online, which sees the release of its most Warhammer interview ambitious expansion: Apocrypha – which by Online: Call to Arms frightening coincidence happens to be its tenth. As if this cosmic convergence wasn’t enough to have you avoiding ladders and black cats for The Chronicles the next week, we celebrate the tenth birthday of of Spellborn WIN WORLD OF EverQuest, which a decade ago this month went Could it be magic? PLUS! WARCRAFT GEAR! on to become the most popular MMORPG of its day, and still has a greet deal of life left in it… Warhammer Online: unlike some other games you’ll read about this DON’T MISS ISSUE 11 SUBSCRIBE FOR FREE! issue.