Business or Pleasure?

quartercircleΤεχνίτη Νοημοσύνη και Ρομποτική

14 Νοε 2013 (πριν από 3 χρόνια και 8 μήνες)

78 εμφανίσεις

Is Online
-
Gaming for

Business or Pleasure?

Adam Pyszkowski

Tony Zhe

Richard Thompson

Presentation Outline

1.
The Social Impacts of Online Gaming


2.
Virtual Economy and Business Model


3.
Motivations and Crime


4.
Conclusion



What are Virtual Worlds and MMORPG?



M
assively
M
ultiplayer
O
nline
R
ole
P
lay
G
ame



Fantasy life becomes real



Large number of subscribers



Asia the main players but growing worldwide



Virtual Worlds



Virtual reality environments



Players choose a physical self called an ‘avatar’



Engage in meaningful activities





What Happening with Online Gaming?



More popular than TV




Replace real job with a virtual job




Retail product to blockbuster movie



0
10
20
30
40
50
60
70
Percentage of Respondents
12-17
18-22
23-28
29-35
>35
Age Ranges
Online gamers who agreed that their
MMORPG friends were comparable
to or better then their real-life friends
MALE
FEMALE


MMORPG is a Social Activity

Source: “Yee, N. (2006).”

Its Not All Fun and Games



Life’s a game but ‘the game’ can be a life


Spend more time online then at work



Health problems


The story never ends



Addiction problems can lead to death


Website for online gaming anonymous



Failing education is a concern

Virtual Economy

What is a Virtual Economy?


A
Virtual Economy

(or sometimes synthetic
economy) is an emergent economy existing in a
virtual persistent world, usually in the context of an
Internet game

Source: “http://en.wikipedia.org/wiki/Virtual_economy”

New Market Places



G
old
F
arming and virtual item trade



Virtual objects are sold for real money to the tune of



at least $100m a year




It has become a real market



Inflation in WoW



1
st

half of 2005, gold price drop from



$0.6 to $0.1



Real Market Place

World

of

Warcraft

Gold

Price

Graph
:
1
st

Half

2005

Source : “
http://www.gameusd.com/world
-
of
-



warcraft
-
gold.htm




Business Models

Game Running Company



Persistent Charge




Free Online Game


(Popular in China nearly 100 games are free)


No entry cost



No persistent charge


Charge extra serves

(such as selling special items)



Reasons


Increasing competitions


New online games published every month


Number of players lost when game start to charge
money


Keep basic number of online players to increase
potential paying players



Players or Small Groups




Individual RMT in MMOG



Selling virtual items or gold




Gold Farmer



Farming virtual gold for real currency




Substitute Playing




Spend time to build a virtual character for customer



character pay money for characters fees depend on the




top level or how long it will take some of them have




contract to restrict serves

Players or Small Groups



Example of substitute playing




Very popular in China



According to the AD at “5173.com”,



In WoW



Any characters , Any severs



0
-
60 level



13 days and 12 hours



1280 Yuan / £ 85





Middleman



Between the farmers and vendors



Offer players a platform



Charge money from trade



Reasons:
-


help farmers to avoid process of finding


vendors less frauds than individual trade


international trade


e.g.. IGE, 5172.COM

International Marketplace

Source : www.ige.com



Motivations and Crime on

MMORPG

Reason For Play



Social Reasons



Escape from Reality



Pass the time



Fulfil Aspiration e.g. To be a Gangster…


“online identity in a gamer community is often
tied to the quest for the achievement of the
unattainable”







Source: “Beudrillard, 1998”



Financial Reasons

Reason for Online Gaming



54% Played for fun



17% Played to relive stress



15% Play to escape reality



8% Didn’t have a reason why they played



6% Played for a mixture of social interaction,
monetary gain and various others.







Source:


www.misterpoll.com


Virtual Crime



A virtual crime “refers to a virtual criminal act
that takes place in a massively multiplayer
online game (MMOG), usually an MMORPG”







Source:
www.wikipedia.com




Steal virtual property


sell to highest bidder




Build characters with intent to sell

Types of Crime



Phishing: Gain artefacts through deception




Bugs and Attacks




Virtual Mugging




Racial Hatred

Possible Solution



Create specialised internet laws and police



Games developers group together to make



standardised rules to MMORPG games


Changes Being Made!




South Korea created new task force



US Government Investigating Online Gaming

Conclusion



Positive social impacts on user




Decrease of market value




Fun

Any Questions?