Online Media Business Models: Lessons from the Video Game Sector
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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. -
Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Famitsu PC Game Sales Ranking: April 2007
Famitsu PC Game Sales Ranking: April 2007 Data Collected: from April 1 to April 30, 2007 Game Titles Month Copies Cumulative This Last Price Average Before Title Platform Publisher Sales Date Genre Sold/Month Copies Sold Month Month (incl. tax) Price Last (Estimated) (Estimated) Final Fantasy XI: Treasures of Aht Urhgan 12 4 Win2000/XP SQUARE ENIX 04-20-06 Open ¥7,900 RPG 3,409 44,215 All-in-One Pack 2006 Medieval 2: Total War Japanese Version - 2 NEW Windows XP SEGA 04-05-07 ¥8,190 ¥7,250 Sim 3,151 3,151 Limited First Release 3 3 Lineage II: Interlude - Beginner's Kit Win2000/XP/Vista NC Japan 03-09-07 ¥3,150 ¥2,865 RPG 2,979 6,011 4 15 7 Nobunaga no Yabo Online: Haten no Sho Win2000/XP KOEI 12-13-06 ¥7,140 ¥6,205 RPG 2,502 8,831 5 7 3 Nobunaga no Yabo: Tenka Sosei Win2000/XP SOURCENEXT 10-06-06 ¥3,970 ¥3,562 Sim 1,936 13,602 6 8 The Sims 2: Seasons! Expansion Pack Win98/Me/2000/XP/Vista Electronic Arts 03-22-07 Open ¥2,864 DAT 1,618 3,636 7 4 5 SimCity 4: Deluxe Win98/Me/2000/XP Electronic Arts 09-25-03 ¥5,980 ¥4,738 Sim 1,518 62,996 8 1 Lineage II: Interlude - Master's Kit Win2000/XP/Vista NC Japan 03-09-07 ¥6,300 ¥5,675 RPG 1,317 11,737 9 10 1 Flight Simulator X WinXP/Vista Microsoft 01-26-07 ¥9,870 ¥9,187 Sim 1,296 10,802 Hoshi no Oujo: Uchu Ishiki ni Mezameta 10 5 Win98/Me/2000/XP Mirai 03-23-07 ¥4,801 ¥4,330 Adv 1,255 3,440 Yoshitsune - For All Ages 11 11 2 Sukatto Golf Pangya: Marugoto Kit Win2000/XP Gamepot 01-19-07 ¥2,940 ¥2,826 Act 1,107 14,910 QuinRos 12 6 16 Heart no Kuni no Alice: Wonderful Wonder World Win98/Me/2000/XP e -
Section One: Getting Started
Section One: Getting Started As you get started on your journey, you will be faced with a few decisions. Some of these will have minimal impact on your long term play, while others will play an important part in how you experience the game. This section will cover the first of those decisions – server (known as ‘shards’ in UO) selection, character creation, and an explanation of the different clients used to play the game (Classic and Enhanced). In this section we will also cover some of the most basic elements of the game that will be a foundation for understanding your new world. This will include basic movement controls, as well as how to use the overhead radar feature. Choose Your Client – Classic vs. Enhanced We will begin with an explanation of the two clients available for use with Ultima Online – the Classic Client and the Enhanced Client. Your choice of client will greatly affect how you view, and play, the game. The best part about having two different clients is that you are not bound to one or another – you are free to switch back and forth so long as you have both installed on your system. Following is a brief explanation of the differences between the two clients. Later in this section will be pictures illustrating some of the differences between the two clients. Classic Client The Classic Client is the original client used to play Ultima Online. It does not have as many features as the Enhanced Client, but is still preferred by many longtime players who favor its simpler nature and the nostalgia that comes with experiencing the game as it was originally intended. -
Gaming Habits and Self-Determination: Conscious and Non-Conscious Paths to Behavior Continuance
GAMING HABITS AND SELF-DETERMINATION: CONSCIOUS AND NON-CONSCIOUS PATHS TO BEHAVIOR CONTINUANCE By Donghee Yvette Wohn A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of Media and Information Studies – Doctor of Philosophy 2013 ABSTRACT GAMING HABITS AND SELF-DETERMINATION: CONSCIOUS AND NON-CONSCIOUS PATHS TO BEHAVIOR CONTINUANCE By Donghee Yvette Wohn This dissertation examines how non-conscious habits and conscious motivations contribute to an individual’s intention to continue playing online multiplayer games. It empirically examines distinct predictions of behavioral intention based on different theories in two gaming contexts—casual social network games (SNGs) and massively multiplayer online games (MMOs). Addressing inconsistencies in prior studies, habit is conceptualized as the mental construct of automaticity, thus distinguishing habit from frequency of past behavior and self-identity. Results indicate that strong habits positively predict behavior continuation intention and moderate the effect of motivation for SNGs but not MMOs. Self-identity was a positive predictor for both genres. Gender differences in self-determined motivation were present in social network games but not massively multiplayer online games. The residual effect of past behavior was stronger than any conscious or non-conscious processes; once perceived frequency of past behavior was taken into consideration, it was the strongest indicator of behavioral continuation intentions. Copyright by DONGHEE YVETTE WOHN 2013 Dedicated to my progressive grandparents, who believed that higher education was the most important indicator of success for a woman. iv ACKNOWLEDGMENTS I would like to thank my dear advisor, Robert LaRose, whose sharp critiques have prepared me for the most ferocious of peer reviewers; whose brilliant insights bore holes in dams of existing scholarship, making way for innovative paradigms; and whose sincere love for students represents the pinnacle of the true spirit of higher education. -
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 ............................................. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
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. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Ncsoft Earnings Release Q3, 2007 November 7, 2007
NCsoft Earnings Release Q3, 2007 November 7, 2007 NCsoft CORPORATION OK-san Bldg 157-33, Samsung-dong, Kangnam-gu, Seoul 135-090, KOREA | Tel: +82-2-2186-3300 Fax : +82-2-2186-3550 Copyright ⓒ NCsoft Corporation. All Rights Reserved WWW.NCSOFT.COM Global Online Game Publisher NCsoft Table of Contents 01.01 Disclaimer 02.02 Consolidated Company 03.03 Earnings Highlights | 01 04.04 User Statistics | 10 05.05 Appendix – Parent Earnings | 13 Global Online Game Publisher NCsoft Disclaimer Disclaimer The financial results for 3Q 2007 have been prepared on an un-audited basis, and may be subject to change during independent auditing process. Some of the information and data in the material have been prepared based on assumptions. There can be no assurance that the assumptions used by NCsoft are correct and even if they are, that the effect of such assumptions on NCsoft’s business and results of operations will be as projected. Therefore, NCsoft will not be responsible for individual investment decisions based solely on this material. Global Online Game Publisher NCsoft Consolidated Company The consolidated company NCsoftNCsoft (Controlling(Controlling Company)Company) ConsolidatedConsolidated SubsidiariesSubsidiaries EquityEquity MethodMethod AffiliatesAffiliates NCNC InteractiveInteractive (100%)(100%) OrionOrion SoftSoft (100%)(100%) ArenaNetArenaNet (100%) (100%) JJ InteractiveInteractive (100%)(100%) NCNC EuropeEurope (100%)(100%) NCRCNCRC (100%)(100%) NCNC JapanJapan (60%)(60%) NCsoftNCsoft JapanJapan (100%)(100%) NCNC TaiwanTaiwan (85%)(85%)