Seek, share, or withhold: information trading in MMORPGs
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Seek, share, or withhold : information trading in MMORPGs. / Harviainen, J. Tuomas; Hamari, Juho.
In: JOURNAL OF DOCUMENTATION, Vol. 71, No. 6, 12.10.2015, p. 1119-1134.Research output: Contribution to journal › Article › Scientific › peer-review
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TY - JOUR
T1 - Seek, share, or withhold
T2 - information trading in MMORPGs
AU - Harviainen, J. Tuomas
AU - Hamari, Juho
PY - 2015/10/12
Y1 - 2015/10/12
N2 - Purpose – The purpose of this paper is to discuss the ways in which information acts as a commodity in massively multiplayer online role-playing games (MMORPGs), and how players pay for items and services with information practices. Design/methodology/approach – Through meta-theoretical analysis of the game environment as a set of information systems, one of retrieval and one social, the paper shows how players’ information practices influence their access to game content, organizational status and relationship to real-money trade. Findings – By showing how information trading functions in MMORPGs, the paper displays the importance of information access for play, the efficiency of real money trade and the significance of information practice -based services as a relatively regular form of payment in virtual worlds. Players furthermore shown to contribute to the information economy of the game with the way in which they decide not to share some information, so as to prevent others from a loss of game content value due to spoilers. Originality/value – The subject, despite the popularity of online games, has been severely understudied within library and information science. The paper contributes to that line of research, by showing how games function as information systems, and by explaining how they, as environments and contexts, influence and are influenced by information practices.
AB - Purpose – The purpose of this paper is to discuss the ways in which information acts as a commodity in massively multiplayer online role-playing games (MMORPGs), and how players pay for items and services with information practices. Design/methodology/approach – Through meta-theoretical analysis of the game environment as a set of information systems, one of retrieval and one social, the paper shows how players’ information practices influence their access to game content, organizational status and relationship to real-money trade. Findings – By showing how information trading functions in MMORPGs, the paper displays the importance of information access for play, the efficiency of real money trade and the significance of information practice -based services as a relatively regular form of payment in virtual worlds. Players furthermore shown to contribute to the information economy of the game with the way in which they decide not to share some information, so as to prevent others from a loss of game content value due to spoilers. Originality/value – The subject, despite the popularity of online games, has been severely understudied within library and information science. The paper contributes to that line of research, by showing how games function as information systems, and by explaining how they, as environments and contexts, influence and are influenced by information practices.
KW - Games
KW - Information economies
KW - Information practices
KW - Information systems
KW - Social information
KW - Virtual worlds
UR - http://www.scopus.com/inward/record.url?scp=84942322777&partnerID=8YFLogxK
U2 - 10.1108/JD-09-2014-0135
DO - 10.1108/JD-09-2014-0135
M3 - Article
VL - 71
SP - 1119
EP - 1134
JO - JOURNAL OF DOCUMENTATION
JF - JOURNAL OF DOCUMENTATION
SN - 0022-0418
IS - 6
ER -