While many online communities have explicit codes of conduct that one must follow in order to participate, there are often many “unwritten rules” or community expectations that users are expected to abide by. In this case study of www.reddit.com, a news aggregate Web site whose affordances seem to imply a transient and fluid approach to online identity, I outline an example of a community member (known as “Grandpa Wiggly”) who ran afoul of community expectations of authentic representation of one’s “true” off–line self. I also detail how accusations of trolling were used as a justification for shutting down debates about community expectations, as well as justifying actions against Grandpa Wiggly that violated the Reddit terms of service (and his privacy).
This article explores the play practices of EVE Online industrialists: those primarily responsible for generating the materials and equipment that drive the game's robust economy. Applying the concept of ''immaterial labor'' to this underattended aspect of the EVE community, we consider the range of communicative and informational artifacts and activities industrialists enact in support of their involvement in the game-work that happens both in game and crucially outside of it. Moving past the increasingly anachronistic distinctions between digitally mediated labor and leisure, in game and out of game, we examine the relations of production in which these players are situated: to other EVE players, in-game corporations, the game's developer, and the broader digital economy. Seen from this perspective, we consider the extent to which EVE both ideologically and economically supports the extension of capital into increasing aspects of our everyday lives-a ''game'' in which many play, but few win.
Social network games (SNGs) are genre of casual games that require being logged into a social networking site (e.g., Facebook) to access the gameworld. To date, investigations of these games are typically focused on the rate of attrition or "churn," reinforcing the idea that SNG players exist to make the developer money rather than participating in a game they derive pleasure from. Seeking to recenter the player in research about SNGs, this article reports on a survey of former players (N ¼ 147) who were queried about their reason(s) for no longer participating in YoWorld, a Facebook-based SNG. Findings indicate that players typically quit because of external constraints to their leisure time rather than no longer interested in the game, which are not barriers to play that can be overcome by personalized in-game incentives, the typical developer response to prevent churn from taking place.
To date, much of the research about massively multiplayer online games (MMOGs) and the people who play them has focused on studies of current players. Comparatively, little is known about why players quit. Rather than assuming MMOG play begins and ends with personal interest, this article uses a leisure studies framework to account for barriers and participation to play. Drawing on survey responses from 133 former EVE Online players, this article demonstrates that quitting is not a strict binary where one moves from playing to not playing. Furthermore, quitting in the context of MMOGs is not always a definitive act as some players will leave and then return to a particular game numerous times. Ultimately, this article argues that the voices of former players are an underattended demographic that can add further insights allowing game scholars to better understand why players gravitate toward particular games and not others.
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