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12. 12 Grindless Play

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*Beyond Play

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*Cultural Branding: A Medium and Beyond

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Calit2
 

RESEARCH 
calit2

Beyond Play: Artificial Worlds and Gaming Capital
The objective of this study is to examine the extent to which RMT and inherent forms of emergent play can resist classification as “work” and to what extent they must to allow developers to maintain subscriptions. How desirable is trading in and around games, from the gamers’ and from the developers’ perspectives? How does the industry address itself to this budding secondary market? What are its costs and its benefits?


urop
 
Gray Market Analysis: Real-Money Trade

The objective of this study is to examine how real-money trade (RMT) affects online synthetic world economies-- specifically, how market structures and potential for profitability compare between traditional massively multiplayer online role-playing games (MMORPGs) such as Blizzard's World of Warcraft and Sony Online Entertainment’s Everquest II, and "metaverses" such as Linden Lab's Second Life.



Anja

Brain Food
play money

synthetic worlds

sop

free culture

The Cultural Life of Intellectual Properties

every thing bad is good for you

play between worlds

tigger happy

snow crash

Man, Play and Games

homo ludens

The future of ideas

money in an unequal world

Developing Online Games

Crime Online

wowhacking

Cheating: Gaining Advantage in Video Games






                        













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