Journal article | Zeitschriftenartikel

Ruling the virtual world

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 the networked production of MMOGs.

Ruling the virtual world

Urheber*in: Humphreys, Sal

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Umfang
Seite(n): 149-171
Sprache
Englisch
Anmerkungen
Status: Postprint; begutachtet (peer reviewed)

Erschienen in
European Journal of Cultural Studies, 11(2)

Thema
Publizistische Medien, Journalismus,Verlagswesen
interaktive, elektronische Medien
Governance

Ereignis
Geistige Schöpfung
(wer)
Humphreys, Sal
Ereignis
Veröffentlichung
(wo)
Vereinigtes Königreich
(wann)
2008

DOI
URN
urn:nbn:de:0168-ssoar-227458
Rechteinformation
GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln
Letzte Aktualisierung
21.06.2024, 16:26 MESZ

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Objekttyp

  • Zeitschriftenartikel

Beteiligte

  • Humphreys, Sal

Entstanden

  • 2008

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