Myzel – Selforganization in Networked Worlds


Judmaier Peter Piringer Gunter Piringer Jörg
2002 Computer Games and Digital Cultures Conference Proceedings

Using a Proof of Concept (PoC) of Myzel, we tested a new concept for an online community game. In contrast to existing simulation games Myzel allows the players to negotiate and change the rules of their virtual world. Apart from minor technical restrictions they have to create rules for legislation, resources, economy political organizations and other areas. This should help players to understand the complex inner workings of modern societies. Myzel's PoC was developed with the help of a small test community using extreme programming techniques. The PoC was tested in a controlled environment as well as in a free scenario. The results proved the validity of the game concept in most aspects. With small adaptations and a state-of-the-art user interface, Myzel should develop a great selforganized virtual society.

 

Exploring clan culture: social enclaves and cooperation in online games


Lin Holin Sun Chuen-Tsai Tinn Hong-Hong
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

Virtual online gaming clan organizations are used to analyze social grouping and cooperation within competitive gaming communities. Participants from two popular massive multi-player online role-playing games (MMORPGs) in Taiwan were interviewed to collect data on the social dynamics of gamer networks in virtual worlds. Our essential argument is that joining online clans involves costs and risks, yet the “law-of-the-jungle” nature of the gaming world and the interdependent role structure of most game designs encourage the formation of gaming groups. Players commonly establish clans consisting of individuals from their off-line networks in order to reduce the risk of cooperating with strangers. A typical portrait of careless and vulnerable teenage gamers is found unsound.

 

Game Design on Item-selling Based Payment Model in Korean Online Games


Oh Gyuhwan Ryu Taiyoung
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

The paper covers issues of item-selling based payment model(micro-transactions) in Korean online games. Firstly, we characterize two payment models in online game: subscription based payment model and item-selling based payment model. We then investigate and characterize itemselling based payment model in online games and introduce two online games, "Kart Rider" and "Special Force" which have been successfully adapted item-selling based payment model as their business model. Stay up to date with the latest trends and advancements in merchant services. Finally, we discuss game design issues to efficiently accommodate item-selling based payment model in online games: how to balance between items obtained by game-money and items purchased by real money, how to abstract the function of such items, and how to strength events and communities. The survey will provide insight of designing micro-transaction policy for the next-generation console markets with "Xbox 360", "Playstation 3", and "Wii" as its major axis.