Korea

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

Author(s)

Ström, Patrik and Ernkvist, Mirko

Year

2007

Publication information

Proceedings of DiGRA 2007: Situated Play. Tokyo: The University of Tokyo, September, 2007. Pp. 639-649.

URL

http://www.digra.org/dl/db/07312.12427.pdf

Bad RMT vs. Good RMT

Korea Times and Terra Nova's Korean correspondent Unggi Yoon write about Korean lawmakers' plans to carry out a regulatory precision strike on Bad RMT without inflicting too much collateral damage on Good RMT. The problem is defining what is acceptable real-money trade of virtual property and what is not.

You would think that a simple way to draw the line would be to follow the rules set out in the operator's end-user license agreement: if the operator allows RMT, it's ok; otherwise it's not. There are a some complications, however.

2007: Year of the virtual economy?

The VERN blog has been quiet this month. Rest assured that the reason is not that we have been inactive, but that we have been busy working. In January I hope to have a little announcement to make.

Meanwhile, Steven Davis at PlayNoEvil has posted three excellent articles on virtual economies and plans to regulate them in the Far East. The first one is a Xinhua report on how virtual Q(Q) Coins are increasingly being accepted as a viable currency by Chinese businesses and how the goverment is reacting to this. The second one refers to a Korea Times story providing new details on Korean lawmakers' plans to restrict RMT. The latest Xinhua article discusses Chinese Ministry of Culture's regulatory ambitions over RMT.

Does regulation mean the party is over? Will governments step in and sever the links between real and virtual economies? Will games and community services go back to being "entertainment and relaxation, and nothing else", as one Chinese MOC official puts it?

Virtual trinkets and advertising combine in IRC-Galleria

Yesterday's seminar was a great success, thanks to all who participated. A video recording of the presentations is now available through here.

Star Wreck's Captain Pirk -trinket at IRC-Galleria One of the themes was what creates demand for virtual property. For MMORPGs, Professor Sang-Min Whang showed us data from Lineage that linked property value with time required to obtain it. In the social virtual world Habbo Hotel, Sulka Haro told us how Sulake time-limits the supply of certain items to create valuable rares. Sulake does not profit from this directly, as they sell the to-be rares at a mere 4 euros when they are available. However, it makes Habbo's "economic game" of barter exchange more interesting and raises prices in the budding secondary market.

We also heard some fascinating stuff about demand for virtual items in a service that is nothing like a virtual world, but a "flat" community site, similar to MySpace.

VERN mini-seminar on item payment revenue models in Helsinki

Time: Tuesday, 26. September, 13:00-16:00 (GMT+3)
Location: Helsinki Institute for Information Technology (6th floor), Tammasaarenkatu 3, Helsinki.

On 26. September, the DCC research group at HIIT is organising a mini-seminar under the topic "Massively multi-user services and the item payment model". A keynote speech will be delivered by our visitor from Korea, professor Leo Sang-Min Whang of Yonsei University. Prof. Whang is a leading researcher of the psychology of MMORPGs and virtual items in Korea.

The comparison of online game experiences by players in games of Lineage & EverQuest: Role play vs. Consumption

Author(s)

Whang, Leo Sang-Min and Kim, Jee-Yeon

Year

2005

Publication information

Paper presented at DIGRA 2005, Simon Fraser University, Burnaby, BC, Canada.

URL

http://www.gamesconference.org/digra2005/viewabstract.php?id=193

Game Design, Trading Markets, and Playing Practices - What did Lineage do for enchanting Korean players?

Author(s)

Huhh, Jun-Sok and Park, Sang-Woo

Year

2005

Publication information

Unpublished manuscript

URL

http://anarinsk.com.ne.kr/data/lineage.pdf

Empirical Study on the Decline of Lineage 2 in Korea

Author(s)

Huhh, Jun-Sok

Year

2005

Publication information

Unpublished manuscript

URL

http://ssrn.com/abstract=833847

Virtual World Governance: Digital Item Trade and its Consequences in Korea

Author(s)

MacInnes, Ian, Park, Y.J. and Whang, Leo Sang-Min

Year

2004

Publication information

Presented at Telecommunications Policy Research Conference, Arlington, VA.

URL

http://web.si.umich.edu/tprc/archive-search-abstract.cfm?PaperID=382

Virtual Worlds in Asia: Business Models and Legal Issues

Author(s)

MacInnes, Ian

Year

2005

Publication information

Presented at DIGRA 2005, Simon Fraser University, Burnaby, BC, Canada.

URL

http://www.gamesconference.org/digra2005/viewabstract.php?id=308
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