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


Using bots for stronger identification with the game avatar



Download 0.78 Mb.
View original pdf
Page11/21
Date23.10.2022
Size0.78 Mb.
#59793
1   ...   7   8   9   10   11   12   13   14   ...   21
Expert opinion on the influences of bots
6.4. Using bots for stronger identification with the game avatar
As already mentioned, gaming motivation and gaming experience in MMORPGs such as
WoW are closely connected with the success, experience and performance of the game avatar. In WoW, the avatar’s experience is expressed by their level (approximately his development level). It is possible to increase the level by collecting experience points.
This in turn is done by virtually killing computer-controlled opponents as already mentioned. A bot therefore makes it easier for the player to reach higher levels in some circumstances by relieving the player of the task of repeatedly defeating opponents. It must be emphasized once again that this can only take place via a bot to the same extent that the player themselves could do it themselves by actively using the gaming software. However, the player saves themselves the increased amount of time necessary and can achieve the desired game level with the help of a bot. The game avatar further developed in this way indicates a pronounced increase in the gaming experience and gaming motivation with regard to future game use. In addition, players identify more strongly with advanced avatars which correspond to their expectations of a high-quality gaming figure. This intensive identification also leads to a more intensive binding of the players to the game. Numerous mainly positive effects can be inferred from this for games providers. Since, for example, WoW’s business model is based on a subscription, a longer period playing the game leads directly to increased income


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
20
for the provider.
6.5. Conclusions
The players who ultimately decide to use bots do not do so out of a wish to maliciously manipulate, as is perhaps usually the case with a hack, but to improve their own gaming experience. Necessary time and effort is substituted for bot software with financial means in order to ensure that personal gaming pleasure is maintained. Many games providers, especially those who work to the free-to-play principle (for example most browser and social games) but also providers of MMORPGs therefore make it possible to obtain game objects (item selling), gaming progress or gaming currency by buying them with real currency (RMT). As Lehdonvirta & Ernkvist (2010) note, the motivation behind this is not primarily to see real gaming success squeezed out by monetary payments by those who are financially better off but rather compensation to maintain the gaming balance (see also Bates 2008) for those players who do not have the same amount of time available as other players. It is therefore remarkable that providers such as Blizzard in the case of WoW have at least not yet considered such a possibility.
Especially against this background, the successful technical and partly judicial enforcement of the closing off of WoW game infrastructure for providers of software tools (see Glider und Spiro bots) is at best questionable in relation to their lawfulness bearing in mind the resulting limitation of use potentials for players in relation to their lawfulness. Just Article 6 of the EU’s Computer Programs Directive of the EU, implemented in Germany in Section 69e of the Copyright Act, is mentioned here as a possible starting point. As has already been demonstrated, the lawfulness of the EULA is just as questionable at the very least. However, even if players are notified of validity in terms of the general terms and conditions before they buy, this would not necessarily have any effect due to a unilateral discrimination against the end user in excluding the use of tools in conjunction with the acquired or licensed client software by exploiting a position which could be regarded as monopolistic in the field of games infrastructure.
In conclusion, it can be said that bots relieve the player of work which they could also do themselves. They do not do this any more intensively than a hardcore player. It has been proven that there is a demand for such tools for an at least not insignificant number of players for the possibilities for maintaining gaming fun which they offer. The use of bots can thus even positively influence customer loyalty and the use duration of MMORPGs.
Ultimately, providers such as Blizzard in the case of WoW have so far failed


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
21
to introduce a system themselves which permits players to be just as successful in the game as other players who have more leisure time and therefore opportunity to play whilst investing less time (and more money). To conclude from this that this should also not be possible for third party providers to the detriment of these users seems questionable.


Prof. Dr. W. Broll
Gutachten zum Einfluss von Bots auf Spielspaß und Ökonomie in MMORPGS
22

Download 0.78 Mb.

Share with your friends:
1   ...   7   8   9   10   11   12   13   14   ...   21




The database is protected by copyright ©ininet.org 2024
send message

    Main page