2008
DOI: 10.1177/1555412008314131
|View full text |Cite
|
Sign up to set email alerts
|

The Presence of Stigma Among Users of the MMORPG RMT

Abstract: In those massive multiplayer online role-play games in which the real money trade (RMT) is specifically prohibited by the end user license agreement and terms of service, researchers should be aware of the impact of their work into potentially sensitive topic areas. If these users of the RMT secondary market feel they are a stigmatized community, this will potentially directly affect access to data, data integrity, data bias, and the ability to disclose and disseminate back to the research community. A hypothe… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
2
0
3

Year Published

2017
2017
2023
2023

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(5 citation statements)
references
References 37 publications
0
2
0
3
Order By: Relevance
“…Multiplayer games are trickier than single-player games because there are greater worries about fairness. The idea that there is something unfair about trading real-world advantages (such as wealth) for in-game advantages is prevalent among gamers (Grundy, 2008). Concerns about fairness did not arise in single-player games because the only person advantaged or disadvantaged by a choice is the player herself.…”
Section: Which Fixed Rewards Are Ethically Problematic?mentioning
confidence: 99%
“…Multiplayer games are trickier than single-player games because there are greater worries about fairness. The idea that there is something unfair about trading real-world advantages (such as wealth) for in-game advantages is prevalent among gamers (Grundy, 2008). Concerns about fairness did not arise in single-player games because the only person advantaged or disadvantaged by a choice is the player herself.…”
Section: Which Fixed Rewards Are Ethically Problematic?mentioning
confidence: 99%
“…예를 들어, 일 반적으로 소액결제로 판매하는 상품의 경우 상품을 구매한 이용 자와 구매하지 않은 이용자와의 불균형의 문제를 야기할 수 있 으며 (Tomić, 2018), 일부 게임사는 소액결제를 노골적으로 유 도하기 위해 소액결제 없이는 게임 진행을 어렵게 만드는 요소 를 뜻하는 좌절요소(frustrating elements)를 도입하기도 한다 (Neely, 2021). 또한, 소액결제는 사행성 상품의 문제 (Johnson, & Brock, 2020;Neely, 2021)나 소액결제가 야기할 수 있는 현 금거래(real money trade, RMT)의 문제점을 동반하기도 한다 (Grundy, 2008;Jin, 2018;McCaffrey, 2019;Noh et al, 2021). (Hamari et al, 2017;Josh, 2014;Palmeira, 2021).…”
Section: Human Ecology Researchunclassified
“…반면, 무료형 MMORPG와 같은 PC기반 게임 에서 판매되는 가상 아이템은 시간 절약 옵션만 제공하는 것이 아 니라 사회적 상호 작용을 돕거나, 몰입감 및 자기 표현을 향상시 키는 치장형 아이템을 제공함으로써 이용자의 게임 경험을 만족 시키는 것을 목표로 한다 (Josh, 2014;Lehdonvirta, 2009) (Connelly et al, 2016). 또한, 리뷰 데이터는 상업적 의 도 없이 작성되어 소비자의 진정성 있고 생생한 의견을 제공하며 (Tinati et al, 2014), 시간 경과에 따른 실시간 사회 활동을 포착 하는 데 특히 유용하다 (Park et al, 2022) (Hart, 2017;Neely, 2021) (Constantiou et al, 2012;Grundy, 2008). 또한, 현금거래를 위해 암시장에 방문한 이용자들은 범죄에 쉽게 노출될 수 있어 사기나 절도 등 다양한 부정적 문제가 동반되기도 한다 (Jin, 2018).…”
Section: Human Ecology Researchunclassified
See 1 more Smart Citation
“…The second area of research is typically focused on the character inside a virtual social context. These types of studies focus specifically on social interaction and language online (Moore, Ducheneaut & Nickell 2006;Paul 2010), culture in online groups (Boellstorff 2008;Milik & Webber 2016;Taylor 2006), and some particular branches of critical theory, such as gender and race (Bergstrom 2012;Grundy 2008;Kerr 2003;Nakamura 2009). It is uncommon, however, for these different social realms to be viewed simultaneously.…”
Section: Introductionmentioning
confidence: 99%