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    The Economy of Cheating in MMPORGs: a Case Study of Innovation

    De Paoli, Stefano and Kerr, Aphra (2009) The Economy of Cheating in MMPORGs: a Case Study of Innovation. In: 4th Mediterranean Conference on Information Systems, 25-27 September 2009, Athens.

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    Massive Multiplayer Online Role-Playing Games are socio-technical phenomena that are both complex technological systems and complex societies. They are also highly lucrative businesses. In this paper we present initial findings from a case study of the MMORPG TIBIA which explores the business and social relationships generated by cheating practices. We characterize the economy of cheating as a learning and innovation process and the development of cheating solutions as an answer to breakdowns and market demand

    Item Type: Conference or Workshop Item (Paper)
    Additional Information: CD ROM ISBN: 97869856676. The authors would like to acknowledge the support of the HEA under the PRTLI 4 programme and their partners on the 'Serving Society: Future Communications Networks and Services' project (2008-2010). We also thank the anonymous reviewers of MCIS for their comments
    Keywords: economy of cheating; MMORPG; emergent approach; breakdown; innovation; learning;
    Academic Unit: Faculty of Social Sciences > Research Institutes > National Institute for Regional and Spatial analysis, NIRSA
    Faculty of Social Sciences > Sociology
    Item ID: 2876
    Depositing User: Prof. Aphra Kerr
    Date Deposited: 07 Dec 2011 16:25
    Refereed: Yes
    Use Licence: This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available here

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