Law, order and conflicts of interest in massively multiplayer online games


Pargman Daniel Eriksson Andreas
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

In huge online games where great numbers of players can be connected at the same time, social interaction is complex and conflicts become part of everyday life. There is a set of rules and norms in the game for what is allowed and what is prohibited and these are partly set up by the game publisher and partly evolve among the players themselves over time. This paper describes and exemplifies a number of often-contested behaviors around which most in-game conflicts in the massively multiplayer online games (MMOG) Everquest revolve. Using these examples as a starting point, the paper presents a conceptual framework for analyzing conflicts and allegiance in MMOGs.

 

Enhancing Player Experience in MMORPGs with Mobile Features


Wenninger Christian
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

In this paper, we explore how current Massively Multi-player Online Role-Playing Games (MMORPGs) can use mobile features for enhancing player experience and increasing pervasiveness of these games. We identify six different categories of how this can be done, and review our findings with MMORPG players and developers.

 

From Catch the Flag to Shock and Awe: how World of Warcraft Negotiates Battle


MacCallum-Stewart Esther
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Within the MMORPG World of Warcraft, attitudes towards warfare are expressed in conflicting ways. This is partly a result of the difficult relationship modern Western society has with warfare, and the various political agendas that surround this. Within World of Warcraft, this is expressed specifically in the minigames known as ‘Battlegrounds’, which allow players to fight against each other in teams. The way in which these popular areas have been developed in the game is symptomatic of increasingly accepting attitudes towards warfare.