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


Commissioning and sources of information



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Expert opinion on the influences of bots
2. Commissioning and sources of information
An expert opinion on the influence of bots on the economy and gaming enjoyment in
MMORPGs (specifically World of Warcraft (WoW)), taking special account of the differences between the real and gaming economies and the possible influence of bots on them, was commissioned by Bossland GmbH, Zwickau.
The commissioning party made the following documents available for the assessment:
• Usage numbers for Bossland GmbH bots in the period from 24/11 to 03/12/2011
• Two product analyses by Terapeak on WoW gold trading on eBay (dated 29/11/2011)
• Certified translation of Dr. Edward Castranova’s expert opinion on the effects of
“botting” on WoW
• In addition, two scientific articles will be made available which are, however, generally available and therefore included in the list of references as normal.
In addition to the sources mentioned above, the expert opinion is specifically based on scientific and other freely available sources. These are referenced within the opinion and listed individually in the appendix.
The expert opinion was compiled with the assistance of Dr. Daniel Schultheiss, Ilmenau.


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
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3. Introduction
3.1. Online games
Definitions for online games continue to be handled in different ways. For this expert opinion, online games can be defined as digital games which are used in networks with several players. Several years ago, the differentiation between local networks and the
Internet played an even greater role in the definition. With the massive spread of the
Internet, the bandwidth now available and the resulting consequence that almost all local networks are connected to the Internet, this is no longer relevant. Solely differences in latency with data transmission may possibly still play a role here. Digital games played together over the Internet are therefore generally referred to as online games (see Chan
& Vorderer 2006). Ultimately, there are several broader definitions for games which are
“played alone or together with others against one or more opponents (person/machine) over the connection to a data network” (Jöckel 2007) or “playable with the assistance of or via the Internet” (Schmidt, Dreyer and Lampert 2008).
For this expert opinion, playing with or against one or more opponents is above all of significance. It can involve both human and computer-controlled gaming figures.
The broad use-related and economic success of online games is unquestionable.
More than a fifth of all Germans over ten years old play online games (see BUI e.V.
2010). A high degree of computer use (see BITKOM 2011a) and the high degree of coverage with broadband Internet (see BMWi 2010) as well as the associated intensive Internet use in all segments of the population (see BITKOM 2011b) made this development possible in the first place. Particularly the younger target group spends a large proportion of its leisure budget on digital games and specifically online games (see e.g. Caplan, Williams & Yee 2009, Williams, Yee & Caplan 2008, Seifert &
Jöckel 2008, etc.). Their entertainment function thus supplements and replaces above all other media offers such as television, radio and print media. Nevertheless, target groups outside of the stereotypical computer gamer are also ever more frequently active in virtual worlds and online games.

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