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Case descriptionLiving in ‘Multiple Spaces’: MMORPGS and their Business ImplicationsYear2008 Publication informationIn: Pagani, M, ed. Encyclopedia of multimedia technology and networking. Hershey, PA: Idea Group Reference, 2007. URLGame Design on Item-selling Based Payment Model in Korean Online GamesYear2007 Publication informationProceedings of DiGRA 2007: Situated Play. Tokyo: The University of Tokyo, September, 2007. Pp. 639-649. URLhttp://www.digra.org/dl/db/07312.12427.pdf Diablo II economy in chaos as Ladder season ends
The game can be played in single player mode, but it was, and still remains, very popular also on Battle.net, where both single player characters and characters stored on the game servers can play online. On Battle.net, an economy came to existence where players can trade items for other items or runes, which are widely used as the currency. For a long time, this economy remained fairly stable, although the price of items in runes continued to grow because of a large number of runes created by cheating. Banking in Second Life: Marketing Opportunities and RepercussionsYear2007 Publication informationPaper presented at the 1st Biannual International Conference: Strategic Developments in Services Marketing, September 27-29, Chios. URLMaking real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverYear2008 Publication informationTechnological Forecasting and Social Change 75, 610-622.
URLhttp://dx.doi.org/10.1016/j.techfore.2007.04.007 The Q Coin secondary market in practice – with screenshots
In this posting, I describe how Q Coin secondary market trading (or one facet of it) works in practice, and illustrate the process with some screenshots. I also provide some figures from a trading site. Many people have seen the news articles about QQ, but for most non-Chinese speakers, this is probably the first glimpse of the actual Q Coin market. By Jiaping Xu at 2007/04/27 - 15:41 | Case description | Currency | Non-game | China | read more | login or register to post comments
Virtual business ecosystem in legal trouble? China's Tencent QQ
Users can buy QQ coins for a fixed price of one RMB per coin from Tencent. The coins can be used to pay for premium features, such as decorations for a chat avatar. Coins can also be transferred to other users. In addition to the official premium content offered by Tencent, third parties have begun accepting QQ coins as a method of payment for their services. By Vili Lehdonvirta at 2006/11/02 - 21:22 | Business | Case description | Legal/moral/policy issues | Non-game | China | read more | login or register to post comments
BlackSnow Interactive: the documentsThose who have been following the RMT scene for some time can probably recall the shady company called BlackSnow Interactive ('BSI'). Like many others, BSI was using computer-controlled player characters ("macros") and vulnerabilities in game code ("dupes") to obtain large quantities of game property very inexpensively. In 2002, BSI became famous for suing DAoC's operator Mythic Entertainment over the right to sell game properties outside the game. They also threatened to sue Funcom, operator of Anarchy Online, to retrieve accounts that Funcom had frozen for EULA violations. There was some anticipation that BSI's actions would result in the legal status of virtual property receiving clarification in the U.S. By Vili Lehdonvirta at 2006/10/17 - 20:35 | Case description | Games | Legal/moral/policy issues | U.S. | read more | 5 comments
Play Between WorldsYear2006 Publication informationMIT Press URLhttp://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=10770 Play MoneyYear2006 Publication informationNew York: Basic Books URLhttp://www.juliandibbell.com/playmoney/ |
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