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
4.3. Conclusions
The basic economic problems of many MMORPGs which originate from the uncontrolled production of values and the devaluation of goods and which manifest themselves as mudflation are obviously combatted only half-heartedly by most game operators. They are rather taken as an opportunity to attribute a decisive influence on the game economy by certain external factors which cannot, however, be definitively proven in scientific examinations (see Heeks 2009). It appears particularly remarkable that insofar as a corresponding influence is assumed it is not primarily eliminated or at least significantly limited by obvious technical measures (limitation of online time, automatic monitoring of transactions as in the real world, to name but two examples). This leads to the assumption that at least from an economic point of view, the overall effects for the relevant game operators are not so detrimental as is sometimes claimed.


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
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5. Bonuses and the entertainment experience in MMORPGs
The terms bonuses, motive and motivation are mainly used to answer the question as to why MMORPGs are used as entertaining media offerings by players. The entertainment experience is also a major reason for the reception which MMORPGs receive.
5.1. Duration of use
With the most extensive research into MMORPG players so far, in which more than
40,000 players were surveyed between 2002 and 2009, Yee supplied a deep insight into the usage behaviour and the playing motivations in MMORPGs (see Yee 2006a, Yee
2006b, Yee 2006c). Others followed him and supplemented his research. MMORPGs are meanwhile the best-researched form of online games. It has been shown that on average MMORPGs are used daily for between 2.5 (Schultheiss 2010) and 3.2 hours
(Yee 2006a). Another study specifically of WoW actually indicates 3.7 hours average usage duration (Seifert 2006). It should, however, be noted that these values are average data across all players. If the data is examined more closely here an extremely high variance becomes visible, i.e. a strong fluctuation with regard to the actual usage duration of individual players. Some players play extremely little, i.e. they spend correspondingly little time in online worlds, others on the other hand an extremely high amount. A picture of usage across the entire spectrum thus becomes clear which on the one hand shows players who play for just a few hours a week and on the other also contains players who demonstrate usage of up to 12 hours a day (in individual cases even more).

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