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.
- Extent
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Seite(n): 149-171
- Language
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Englisch
- Notes
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Status: Postprint; begutachtet (peer reviewed)
- Bibliographic citation
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European Journal of Cultural Studies, 11(2)
- Subject
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Publizistische Medien, Journalismus,Verlagswesen
interaktive, elektronische Medien
Governance
- Event
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Geistige Schöpfung
- (who)
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Humphreys, Sal
- Event
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Veröffentlichung
- (where)
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Vereinigtes Königreich
- (when)
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2008
- DOI
- URN
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urn:nbn:de:0168-ssoar-227458
- Rights
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GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln
- Last update
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21.06.2024, 4:26 PM CEST
Data provider
GESIS - Leibniz-Institut für Sozialwissenschaften. Bibliothek Köln. If you have any questions about the object, please contact the data provider.
Object type
- Zeitschriftenartikel
Associated
- Humphreys, Sal
Time of origin
- 2008