The recent popularity of “eBaying” — the sale of seemingly fictive “property” within MMORPG — has raised numerous questions about the nature of MMORPG play. In particular, many have asked why players choose this practice, and how it might affect the game. This paper addresses these issues by examining some of the motives that drive MMORPG players and developers, and by outlining the economic forces that constrain or coordinate those motives. It concludes by showing how wages and preferences might determine a player’s role in the game property market. It also shows that, in a strictly economic sense, and subject to certain stringent assumptions, such trade benefits players, increases player population, and ultimately, increases MMORPG revenue. —Jeremy Neal Kelly —Play Time: MMORPG Play as an Economic Activity (Anthemion)
Play Time: MMORPG Play as an Economic Activity
Students are trusting software like this to do their work.
A former student working in SEO shared this. I miss Google classic.
Googling Is for Old People. That’s a Problem for Google.
I’m thinking this is a still from the cringey Season 1 episode of TNG where the natives bu...
What have my students learned about creative nonfiction writing? During class they are col...
There’s No Longer Any Doubt That Hollywood Writing Is Powering AI