Expert opinion on the influences of bots on the economy and gaming enjoyment in mmorpgs Version dated 29 th March 2012 Compiled by Prof. Dr rer nat. Wolfgang Broll on behalf of Bossland GmbH


Calculation of the amount of loss



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Expert opinion on the influences of bots
8.6. Calculation of the amount of loss
The calculation of the monetary loss due to bot users ($105 per user) does not seem to be sufficiently substantiated.
• The basis of the calculation appears to be arbitrary. According to the findings of various studies (see above), the proven average use period of WoW lies above the two hours a day mentioned and not proven by Castronova. It is also unclear whether the bot users are average, occasional or frequent players if they were to take over the constantly recurring tasks in the game themselves. This knowledge would, however, be necessary for a factually correct calculation.
Likewise, the theory that players cancel their subscription immediately on reaching the current highest level also appears more than doubtful. The contrary effect should rather be assumed because the gaming fun is demonstrably much more intense with a strong gaming character (see Section 5.3) and players continue to use WoW. This would make comparable income for the operator as would be the case with a non-bot user.
• The loss total of $20 million stated which also contains further costs for customer support, monitoring and development apart from the fictive share of bot users – which is demonstrably factually incorrect – is in any case doubtful, since neither partial costs nor the basis for the calculation have been disclosed.


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
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• Even assuming that Blizzard would actually suffer such a loss due to the user behaviour described, it remains open as to why in this case Blizzard has not adapted the invoicing model accordingly: a simple change in the invoicing model for the subscription (for example on an hourly basis) would have reduced the alleged loss to zero and would simultaneously have a positive aspect for so-called power players.
Blizzard does in fact already use such an invoicing model in China, i.e. it has already been implemented from a technical point of view and could therefore be extended to other countries with relatively little effort.

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