Between global competition, marketing, deviant play, and cheating - High-end raiding in ‘World of Warcraft’

Q1 Social Sciences
Patrick Prax
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引用次数: 4

Abstract

This article uses the example of high-end raiding in the online game World of Warcraft to investigate the power relationships between players and producers and to examine how the notion of struggle can inform an understanding of co-creative game design. The study is based on a recently published dissertation work and complemented by an interview with two expert interviewees. The results of the study show that while game designers still have a de-facto power position in that they can ban guilds, however, producers are not seen as legitimate when exercising this power. Instead raiding guilds are reluctantly refereeing their game themselves and treat the game company at times even as an inconvenience to be played around. This participatory power is not given to raiders but it is the outcome of a struggle with the producers of the game. Raiders also explicitly criticize the exploitation of their labor in game testing.
在全球竞争、市场营销、越轨游戏和作弊之间——《魔兽世界》的高端突袭
本文以在线游戏《魔兽世界》中的高端突袭为例,调查玩家和制作人之间的权力关系,并研究斗争的概念如何影响对共同创意游戏设计的理解。该研究基于最近发表的论文工作,并辅以对两位专家受访者的采访。研究结果表明,虽然游戏设计师仍然拥有事实上的权力,因为他们可以禁止公会,但制作人在行使这种权力时却不被视为合法。相反地,公会并不情愿自己去裁判他们的游戏,有时甚至会把游戏公司当成一种麻烦。这种参与性力量并不是给予掠夺者的,而是与游戏制作人斗争的结果。Raiders也明确批评了他们在游戏测试中的劳动剥削。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Comunicacion y Sociedad
Comunicacion y Sociedad Social Sciences-Communication
CiteScore
3.20
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0.00%
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