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CS5038 The Electronic Society

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CS5038 The Electronic Society Lecture : Online Games Lecture Outline What are Virtual Worlds and MMOGs How many people are playing Types of Games mainly Fantasy Genre – PowerPoint PPT presentation

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Title: CS5038 The Electronic Society


1
CS5038 The Electronic Society
  • Lecture Online Games
  • Lecture Outline
  • What are Virtual Worlds and MMOGs
  • How many people are playing
  • Types of Games mainly Fantasy Genre
  • Example World of Warcraft (WoW)
  • Where do players come from?
  • Problems with private servers
  • The In-Game Economy
  • Linking to the real economy how to make real
    money
  • Example Second Life
  • Cheating in Games, and company responses
  • Gold Farming
  • Unresolved legal issues
  • Criticisms of online games addiction problems
  • Non-Game virtual world uses

2
What are Virtual Worlds and MMOGs?
  • A virtual world are computer-simulated
    environments, typically quite similar to the
    real world (3D with realistic physical laws and
    societies),
  • Users interact in the world via avatars.
  • Persistence The world should be active and
    available 24/7Events should happen even if a
    user is not connectedPlots continue to
    unfold(in reality there will have to be some
    downtime for maintenance)
  • Primary use is games, but also used for education
  • MMOGMassively Multiplayer Online GameHundreds
    of thousands / Millions of people interacting via
    avatarsCommunicating by text or VOIP
  • Note This phenomenon is quite new, and different
    to eCommerce, eHealth, eGovernment etc. It is
    more similar to the beginning of cinema or
    television.

3
How many people are playing?
  • Charts from MMOGCHART.COM

4
How many people are playing?
  • Note MapleStory said to have gt50 million players
    in all of its versions

5
Types of Games
  • Fantasy Genre Dominant (94)Remainder include
    Sci-Fi, Superhero, combat, social
  • Business Model Typically pay for client software
    for a one-time fee pay a monthly subscription
    to play
  • ?? 30 billion industry
  • Typical Features
  • Character development increasing abilities
  • Economy currency and trade of items (e.g.
    weapons / armor)
  • Guilds or clans organisations of players
  • Game Moderators supervise the world

6
Market Share June 2006
7
Example World of Warcraft (WoW)
  • (Currently most popular MMOG)
  • Currently gt50 of overall market
  • gt11.5M subscribers (November 2009)
  • 4M China (2006)
  • 2M North America (2006)
  • 1M Europe (2006)
  • Initial player cost US20
  • Daily play cost US0.50
  • Different pricing model in China CD key to
    access game
  • Piracy less of a problem due to need to connect
    to servers
  • Reason for major success compared to earlier US
    games

8
Where do Players come from?
  • Extremely popular in Asia
  • South Korea 38 play online games (pop.50M),
  • Advanced Broadband infrastructure
  • More people play the MMORPG Lineage than watch TV
  • Well-funded professional video gaming leagues
  • TV channels devoted to games
  • China
  • 20M MMOG players
  • Majority of World of Warcraft players based in
    China
  • Also Japan, Taiwan
  • Growing popularity in North America and Europe

9
Private Servers
  • Run by volunteers -gt free
  • Private servers -gt less popular in west than the
    official servers
  • In Asian countries private servers popular
  • High fees for official servers
  • 100MB/s fiber optic internet connections, US30
    a month
  • Costs of running a server in China very low
  • Damage commercial MMOG development
  • Many gamers feel the companies make game progress
    slowly to make more money
  • Private servers allow faster progression

10
Virtual Economies
  • In-Game Economy
  • Players can specialise, gaining valuable skills
    which others will pay for
  • Leads to competitive advantage division of
    labour
  • Commerce magic weapons, houses, goods and
    services can be bought and sold in game-currency
  • Need for property rights, and protection against
    crime
  • Second Life recognises IP rights for assets
    created in the world
  • Game economy mirrors many aspects of real
    economies
  • For example problems with inflation

11
Virtual Economies
  • Link to Real Economy
  • Users willing to spend real time and money for
    virtual resources
  • Magic weapons, real estate, game-currency and
    characters are bought and sold on auction
    exchanges for real money (e.g. eBay)
  • http//www.gameusd.com/ lists virtual exchange
    rates
  • Examples
  • Island in Project Entropia sold for U.S. 26,500
  • Virtual space station for U.S. 100,000
  • Level 60 EverQuest characters sell for up to
    5,000
  • Criticisms
  • Many regard trading game items for real money as
    unethical
  • Usually violates terms of EULA (end-user license
    agreement)
  • Blizzard (WoW) has banned it (but hard to
    enforce)
  • April 2006 Blizzard banned gt5,400 players and
    suspended 10,700 (for farming, often using bots)
  • Sony launched Sony Station Exchange for
    EverQuest to legally buysell

12
Virtual Economies
  • Link to Real Economy
  • Valuations of secondary market (real money trade
    of virtual commodities)
  • 400m in 2004
  • 20m in real-world dollars made by dealers in
    virtual currency and goods (2004 figure)
    Professor Edward Castronova http//pc.gamezone.com
    /news/01_05_04_10_11PM.htm
  • Somewhere between 1 Billion USD to 3 Billion
    USD in 2006.
  • Some virtual countries wealthier than real ones
    (higher GNP per person)
  • See BBC article Virtual kingdom richer than
    Bulgaria
  • New trends
  • Companies beginning to use Second Life as a means
    of marketing
  • Politicians campaigning there
  • Mark Warner (former governor of Virginia
    possible Democratic candidate for president in
    2008)
  • First politician to give an interview in Second
    Life.

13
Virtual Economies
  • Some people have made the buying and selling of
    virtual property their full-time jobs.
  • Case Julian Dibbell (http//news.bbc.co.uk/1/hi/t
    echnology/3135247.stm)
  • Buys and sells virtual cash, weapons, armour,
    homes and other artefacts from the Ultima Online
    game
  • Game developer Origin does not prohibit activity
  • Game has well established economy (less
    inflationary problems)
  • Real world transactions take place on eBay or
    Tradespot
  • Producers of economy are the teenage kids
  • Have a lot of time but no money
  • Do the hard work to produce items to be bought
    and sold
  • Consumers are rich who do not want to invest time
  • Much money to be made from accounts of long time
    players
  • Selling the items individually can generate large
    profit
  • Can make profit of 1,000 (US) per week
  • Some players making gt100,000 annually
  • Risky business without real-world laws to protect
    virtual property

14
Virtual Economies Second Life
  • Second Life gives property rights to players
  • Allows players to create new objects from
    primitives
  • Allows them to decide if these may be copied,
    modified or transferred
  • Residents actively trade their creations
  • 230,000 items are bought and sold every month
  • In-world currency Linden dollars are exchangeable
    for hard currency
  • Total value 60M (in real dollars)
  • 7,000 profitable businesses
  • Avatars supplement or make their living from
    their in-world creativity
  • Top ten in-world entrepreneurs averaging 200,000
    a year
  • Example of Web 2.0 online collaboration and
    sharing
  • Business Model virtual property company
  • Residents lease property 20 per virtual acre
    per month
  • 25,000 residents, or about 3 or the population,
    lease property
  • Monthly revenues of 1m
  • Companies taking notice
  • Toyota is selling virtual cars
  • Hopes for viral advertising

15
Cheating in Games
  • Botting
  • External program simulates player actions for
    common tasks
  • Usually prohibited and is a bannable offense
  • Rarely enforced
  • Duping
  • Exploit a bug in the game software to duplicate
    valuable items
  • Very damaging to virtual economy
  • Sharing
  • Multiple people share an online game character
  • Scams against new players
  • Uneven trades or bad-faith dealing
  • Players misrepresent value of goods or substitute
    lookalike worthless items

16
Cheating in Games
  • Companies Responses
  • May take different viewpoints
  • Ignore cheating
  • Ban it (Blizzard)
  • If a company does not take cheating seriously,
    game may lose players
  • Cheats also bring subscription money
  • Technical responses tradeoff Efficiency versus
    security
  • More code on server slower but more secure
  • Example wall hacks

17
Gold Farming
  • Gold Farmer a player who farms items for the
    sole purpose of sale to other players via an
    out-of-game venue (e.g. eBay)
  • Most MMOGs include terms of service that forbid
    this
  • China dominant in market, but also in Eastern
    Europe, Mexico, Philippines
  • 100,000 people in China employed as gold
    farmers (December 2005)
  • Represents about 0.4 of all online gamers in
    China
  • Typically work 12 hour shifts, sometimes up to 18
    hour shifts.
  • When I entered a gold farm for the first time, I
    was shocked by the positive spirit there, the
    farmers are passionate about what they do, and
    there is indeed a comraderie between them ... I
    do see suffering and exploitation too, but in
    that place suffering is mixed with play and
    exploitation is embodied in a gang-like
    brotherhood and hierarchy. When I talked with the
    farmers, they rarely complained about their
    working condition, they only complained about
    their life in the game world. Ge Jin, a PhD
    student from UCSD
  • http//uk.youtube.com/watch?vKH1LGdjZUKQ

18
Gold Farming
  • Ethical?
  • Some players feel that this is unfair and
    "spoils" the game
  • Others believe they should be allowed to buy
    items if they do not wish to spend the time to
    earn them
  • Effect on Virtual economy
  • Inflation (introduces more money)
  • Skews the cost of a variety of game items
  • increasing supply of those easy to acquire items
  • increasing demand for the more difficult items
  • Gold farmers make the game more difficult for
    players to "grind" their way to in-game wealth
  • Company responses
  • Usually banned
  • Significant manpower required to perform
    investigations
  • Players need to spend large portions of their
    time on repetitive actions or "farming anyway -
    difficult to distinguish farmers for reselling
  • Termination of a compliant user account -gt very
    bad publicity
  • Termination of a gold farmers account -gt very
    little benefit

19
Virtual Crime
  • Virtual gangs and mafia have emerged in South
    Korea
  • Powerful players mug and steal from weaker ones
  • Demand that beginners give them virtual money for
    their protection
  • Case Chinese Exchange Student (in Japan)
  • Mugged players in Lineage II
  • Used software "bots" to beat up and rob
    characters
  • Stolen virtual possessions sold for real cash
  • Arrested by police in Kagawa prefecture, southern
    Japan
  • Case Evangeline (The Sims Online)
  • 17-year old boy going by the in-game name
    "Evangeline
  • Built a cyber-brothel customers would pay
    sim-money for cybersex
  • His account was cancelled but no legal action

20
Virtual Crime
  • Case Li Hongchen (Beijing) sued Artic Ice
    Technology
  • Hacker broke into game and stole his biological
    weapons.
  • Court ruled that weapons had indeed been his
    property
  • He had invested time and money in acquiring them
  • Arctic Ice was forced to pay damages and recreate
    all weapons lost
  • Case Qiu Chengwei (Shanghai) killed Zhu Caoyuan
  • Qiu obtained weapon in game and lent it to Zhu
  • Zhu sold weapon for 7,200 yuan (real money)
  • Qiu went to the police to report the theft
  • Police said weapon was not real property
    protected by law
  • Zhu promised to pay, but Qiu lost patience and
    attacked Zhu at his home

21
Virtual Crime and Real Police
Example from South Korea Some countries like
South Korea have special police investigation
units for "virtual crimes 40,000 cyber crimes
reported in the first six months of 2003 22,000
related to online gaming
22
Unresolved Legal Issues
  • Clicking I agree on an end-user license
    agreement (EULA)
  • Could mean property rights are lost
  • Game and contents remain the intellectual
    property of company
  • Attorney Greg Lastowka (US) In the US, I think
    that youd have a hard time making a case in
    court for the loss of virtual property because of
    license agreements.
  • Power seems to be in the hands of game companies
  • Case Peter Ludlow, Sim citizen Professor at
    University of Michigan
  • Started a newspaper, The Alphaville Herald
  • Documented crime and prostitution in Alphaville,
    largest Sims city.
  • Ludlow promptly kicked off the game(continues to
    write outside of game)
  • Case Earth and Beyond (Electronic Arts) shut
    down September 2004
  • One player had just bought an avatar for 3,000
  • Players sometimes organise uprisings or boycotts
    to reclaim their rights

23
Virtual Crime
  • Stealing Players Accounts
  • Most common technique is via trojans which steal
    account details
  • Trojan is disguised as a program to give a
    character special powers (e.g. invisibility)
  • Trojan distributed through games' chat rooms or
    by e-mail.
  • Trojan secretly collects users login and
    password information
  • Information sent back to the hacker
  • Hackers then sell the virtual items (gold or
    weapons), for real world cash
  • Player accounts can be worth up to 10,000
  • Player accounts also stolen by in-game
    nontechnical attacks
  • Pose as a game administrator (staff of game
    company)
  • Ask naïve player for account details
  • Alternatively offer hints on cheats or offer
    membership of gang

24
Virtual Crime
Stealing Players Accounts Also done via hacking
company servers Case September 2006 Hackers
break into database of "Second Life" Accessed
650,000 player accounts Information included real
life names and contact information, and game
passwords, credit card information was
encrypted Developer asked players to change their
log-ins "I reported that my SL account had been
hacked on Sunday. Of course, the only reporting
that could be done was a message to Customer
Support and Live Help as the individual was
selling off my first land and deleting my
inventory ... I know of two other accounts that
were hacked ..."
25
Virtual Crime
  • Identity Theft
  • 250,000 characters created in Lineage (Korean)
    using stolen identities
  • Characters likely put to work in gold farming in
    China(Korean ID number required to sign up to
    play Lineage in Korea )
  • Most Ids stolen from non-players
  • Used to sign up without their knowledge

26
Game Criticisms
  • Addiction
  • June 2005, it was reported that a child had died
    due to neglect by her World of Warcraft-addicted
    parents
  • A player has also died from playing non-stop
    without eating or sleeping
  • August 2005, China introduced restrictions on how
    many hours gamers can play

27
Virtual Worlds non-game uses
  • Managing a city or a country
  • Form support groups for cancer survivors
  • Rehearse responses to earthquakes and terrorist
    attacks
  • Build Buddhist retreats and meditate.
  • Second Life examples
  • Peter Yellowlees, psychiatry professor
  • Leases a virtual island in Second Life for 300 a
    month
  • Simulates schizophrenic hallucinations
  • Understand schizophrenia by visiting virtual
    island
  • Therapists help autistic children
  • Also for long-distance learning.

28
Summary
  • What are Virtual Worlds and MMOGs
  • How many people are playing
  • Types of Games mainly Fantasy Genre
  • Example World of Warcraft (WoW)
  • Where do players come from?
  • Problems with private servers
  • The In-Game Economy
  • Linking to the real economy how to make real
    money
  • Example Second Life
  • Cheating in Games, and company responses
  • Gold Farming
  • Unresolved legal issues
  • Criticisms of online games addiction problems
  • Non-Game virtual world uses
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