2008
DOI: 10.1016/j.techfore.2007.04.007
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Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses

Abstract: This is the accepted version of the paper.This version of the publication may differ from the final published version. Permanent repository link AbstractToday, millions of people from around the globe play online role playing games (MMORPG), in which a large number of players interact with one another in a virtual world, either using their existing identities in the physical world, or more often than not, through new virtual identities that might not even be remotely linked to the identities of the players in… Show more

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Cited by 206 publications
(135 citation statements)
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References 8 publications
(11 reference statements)
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“…The genre itself and some of its more prominent games are the subject of extensive studies that cover nearly all aspects from demographics and social behavior or even in-game economics (e.g. Taylor 2006;Feng et al 2007;Papagiannidis et al 2008). …”
Section: Massively Multiplayer Role Playing Games (Mmorpg's)mentioning
confidence: 99%
“…The genre itself and some of its more prominent games are the subject of extensive studies that cover nearly all aspects from demographics and social behavior or even in-game economics (e.g. Taylor 2006;Feng et al 2007;Papagiannidis et al 2008). …”
Section: Massively Multiplayer Role Playing Games (Mmorpg's)mentioning
confidence: 99%
“…al., 2012), developing bad social or behavioural habits (i.e. habits that might be rewarded in a virtual scenario but condemned outside of this virtual environment) that carry from their online behaviour to behaviour in the real world (Papagiannidis et al, 2008). The virtual world also facilitates some other addictions -for example, gambling and pornography are, with the Internet, available all the time.…”
Section: Autonomymentioning
confidence: 99%
“…Hence, we deem them equally important. Numerous potential social and political ills have been identified relating to, amongst others, addiction, manipulation, and political and/or corporate control (Cranford, 1996;Gotterbarn, 2010;Gooskens, 2010;Papagiannidis, Bourlakis, & Li, 2008), all of which might reduce an individual's capacity to act according to their own desires and wishes. Moreover, we argue that the threats to privacy may themselves pose a danger to autonomy.…”
Section: Introductionmentioning
confidence: 99%
“…The virtual economies based on these virtual currencies enable users to engage more fully in MMOGs, sometimes even achieving real economic value [3,4]. Transactions between virtual currencies and real currencies have been gradually increasing [1,3,4].…”
Section: Introductionmentioning
confidence: 99%