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Law, order and conflicts of interest in massively multiplayer online games. On-line. Available HTTP: http://www.gamesconference.org/digra2005/viewabstract.php?id=298 (20 (2005)

by D Pargman, A Eriksson
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MMOs as Practices

by Ren Reynolds
"... This paper examines those acts that occur within MMOs and are chiefly given meaning by the context of an MMO, and asks whether they fall under MacIntyre’s definition of a Practice. The paper argues that many MMO acts are best understood as occupying a nexus between the purely social and the purely l ..."
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This paper examines those acts that occur within MMOs and are chiefly given meaning by the context of an MMO, and asks whether they fall under MacIntyre’s definition of a Practice. The paper argues that many MMO acts are best understood as occupying a nexus between the purely social and the purely ludic. That is, acts occur in the context of a rich and nuanced set of traditions and practices, in which acts can attain a level of excellence and other acts can be understood as negative. Given this acts, in MMOs can meet MacIntyre’s definition of Practice, thus we have a framework in which to morally evaluate acts such as Ganking and Ninja Looting. However, this is just a framework, as a matter of practical ethics we need to then examine the factors and particular context that surrounds a given act, such as the MMO, whether there was a prevailing guild, whether it occurred during a raid with wellunderstood rules, etc. But what this paper suggests we do have to hand is at least one theoretical argument with a practical application for the ethical basis of some acts that occur within the context of MMOs. Author Keywords MMO, ethics, practice
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...xt. That is, the paper will not cover general acts of Griefing such as harassment [4] but will focus on game specific acts such as Trains, Camping, Twinking, Power Leveling, Ganking and Ninja Looting =-=[11, 15]-=-. The paper recognizes that there are outstanding meta-ethical questions in respect of practices as a basis for moral norms, in particular the relativist charges made against it. These questions and t...

Ethics and Practice in Virtual Worlds

by unknown authors
"... ..."
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... the focus of this paper as typically it will have external financial consequences). Also included as inworld acts of interest are: Kill-stealing, Trains, Camping, Begging, Twinking, Power Leveling, (=-=Pargman & Erissson 2005-=-, Smith 2004) and acts variously termed Ganking and Ninja Looting. While social worlds are outside the scope of this paper, scholarship devoted to their ethics will be introduced. A theme that will ru...

unknown title

by Harko Verhagen, Magnus Johansson, Demystifying Guilds Mmorpg-playing
"... One of the most influential gaming trends today, Massively Multi Online Role Playing Games (MMORPG), poses new questions about the interaction between the players in the game. Previous work has introduced concepts such as community, commons, and social dilemma to analyze situations where individual ..."
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One of the most influential gaming trends today, Massively Multi Online Role Playing Games (MMORPG), poses new questions about the interaction between the players in the game. Previous work has introduced concepts such as community, commons, and social dilemma to analyze situations where individual choices may result in suboptimal global results. We propose to use the concept of norms instead. Modelling the players and groups of players in these games as normative systems with the possibility to create norms and sanction norm violations, we can analyze the different kind of norms that may deal with the trade-off between individuals, groups, and society at large. We argue that our model adds complexity where we find earlier concepts lacking some descriptive or overstretching when trying to analyze the balance between individual players and the game playing society. Author Keywords Clans, guilds, norms, cooperation
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...of norms to its full extent, [8] turns to the concepts of “collective action” and “tragedy of the commons” to analyze cooperation issues. We first give a summary of Smith [8] and Pargman and Ericsson =-=[6]-=- before we turn to our alternative solution. The problem of collective action (and its closely related variety of the “free rider” problem) in essence expresses that individuals may get benefits from ...

YOU WILL RULE THE PLANES OF POWER!

by Greg Lastowka , 2005
"... On the back of a well-known Everquest strategy guide, it is stated: “You will rule the ..."
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On the back of a well-known Everquest strategy guide, it is stated: “You will rule the
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... in practice, significantly controlled by individual players and social groups (who take the form of “guilds”). Community policing in Everquest is done largely by players. (Grimmelmann 2004: 166-174; =-=Pargman and Eriksson 2005-=-). Strategically, a positive reputation and social connections with other players is almost required for player advancement. (Taylor and Jakobsson 2003). This social interdependence was an intentional...

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