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



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Expert opinion on the influences of bots
3.2. MMORPGs
MMORPGs are multi-player online games which are designed for a large number of players (“masses“) and are generally regarded as a further development of text-based
MUDs (Multi-User-Dimension/Dungeon, see Bartle 2004, Yee 2006b). Any limitation of the number of players, if at all, is done for technical reasons due to limited server capacity (see Seifert & Jöckel 2008).


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
7
Popular and commercially successful games are normally designed for several thousand or more players who can be online simultaneously (Chan & Vorderer 2006). The currently most successful MMORPG, at times with more than 12 million subscribers worldwide (Blizzard 2010), is World of Warcraft (abbreviated here to WoW, see Blizzard
Entertainment 2012).
Complex MMORPGs are mostly installed on the computers used for playing and have a persistent gaming world with high-quality graphic design (see Yee 2006a); this means that players register for the game and log in to use it. The gaming world continues to exist even if a certain player does not take any active part in it at a certain point in time as it is populated at this particular point in time by other players. The game can therefore be used for a long time – theoretically for an infinite period of time – without the gaming world ceasing to exist. In the gaming world, which is supposedly based on the real world in terms of its physical (e.g. flora, fauna, physical laws such as gravity, etc., see Chan &
Vorderer 2006) and economic (see Castronova 2006) properties, players interact and collaborate by means of avatars (gaming figures, see Yee 2006b, Chan & Vorderer 2006).
An avatar represents a player in the game by means of a virtual character. This can be controlled by the player in various ways predetermined by the game provider (walking, flying, swimming, etc.).
In many cases, the use of MMORPGs involves paying a fee. One-off payments to buy the game are just as much a possibility as subscriptions and combinations of both revenue models. In the case of the main MMORPG examined, Blizzard Entertainment’s World-of-
Warcraft, a monthly subscription is required for online access to the gaming world in most countries.

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