Social Context in Massively-Multiplayer Online Games (MMOGs):
2005; University of Alberta Library; Volume: 4; Linguagem: Inglês
10.29173/irie172
ISSN2563-5638
AutoresDorothy E. Warner, Mike Raiter,
Tópico(s)Open Source Software Innovations
ResumoComputer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.
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