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RESEARCH
Beyond
Play: Artificial Worlds and Gaming Capital
SURF-IT Symposium Abstrast
Multiplayer online role playing games
create environments
with real consequences: there is value in converting different forms of
capital
into one another, creating utility beyond the marketplace. When players
buy and
sell virtual items with real money or create machinima "Warcraft
Movies," and when real profit can be made by working in and around the
game, new social and cultural relationships emerge - the familiar
separation of
play from productivity seems to disappear. Social and cultural capital
are
parlayed back to the marketplace in an endless loop. There are now many
game-based economies from which people can draw a real-money profit.
World of Warcraft,
Everquest, and Second Life are familiar examples. However, developer
responses
are crucial to the facilitation of capital circulation. This project
aims to
use qualitative and quantitative approaches to understand responses to
these
phenomena from game developers and players, and to trace a history of
what
passes for "play" and what constitutes a "game." Results
affirm recent scholarship suggesting synthetic worlds have become host
to
ordinary human interaction, creating intersections between everyday
life and
the matrix of fiber optic fantasy lands. Emergent play resists
classification
as work to the extent a plurality of gaming environments provide viable
social,
cultural, and market reciprocity.
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