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MMOs as Practices
"... 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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"... 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
YOU WILL RULE THE PLANES OF POWER!
, 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