Ruling the virtual world

Abstract: This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It examines areas where tactics of control are mobilized: by developers through design processes, by publishers through community management and legal practices and by players through participatory practices. As people with access to online technologies come to live more of their social lives (and work lives) in online environments, and to construct identities and communities in proprietary spaces, the terms under which they do so become increasingly important. In a context where economic value resides in intellectual property and immaterial labour, and where social networks have economic value extracted from them, the corporate practices which harness this value and the responses of participants become interesting for sociocultural and economic reasons. Using EverQuest and World of Warcraft as case studies, this article traces the flows of power between publishers, developers and players in

Location
Deutsche Nationalbibliothek Frankfurt am Main
Extent
Online-Ressource
Language
Englisch
Notes
Postprint
begutachtet (peer reviewed)
In: European Journal of Cultural Studies ; 11 (2008) 2 ; 149-171

Classification
Spiel

Event
Veröffentlichung
(where)
Mannheim
(when)
2008
Creator
Humphreys, Sal

DOI
10.1177/1367549407088329
URN
urn:nbn:de:0168-ssoar-227458
Rights
Open Access unbekannt; Open Access; Der Zugriff auf das Objekt ist unbeschränkt möglich.
Last update
25.03.2025, 1:43 PM CET

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Associated

  • Humphreys, Sal

Time of origin

  • 2008

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