Victoria University

Game Balance: Designed structure and consumer agency in an online game

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dc.contributor.advisor Trundle, Catherine
dc.contributor.author Haynes, Elizabeth
dc.date.accessioned 2013-07-22T22:49:10Z
dc.date.available 2013-07-22T22:49:10Z
dc.date.copyright 2013
dc.date.issued 2013
dc.identifier.uri http://hdl.handle.net/10063/2855
dc.description.abstract Massively multi-player online role-playing games (MMORPGs) attract millions of people every year and are now a major industry. Using the internet, these games connect players and give them goals to pursue within virtual worlds. This thesis examines the early life of one such game, the North American version of TERA, based on participant observation on a player vs. player server. TERA’s players met and interacted within a virtual game world controlled by the company which developed the game, and although players constructed their own social groups and factions within this world they were constrained by software that they could not change. Everything from the combat rules to the physics of the environment was designed, and players could only take actions that were accounted for and allowed by that design. However, TERA launched as one of many available MMORPGs which were competing for the attention of the same audience. Its players tended to be experienced and well-informed about the genre, and used their knowledge to evaluate and critique TERA both privately and in public forums. Aware that game companies’ chief concern was for profit, players exercised agency by embracing a consumer identity and pressuring developers in their own commercial terms. To retain players’ loyalty and continue receiving their fees, companies were obliged to appease their customers. This allowed players to see the game world develop and change in accordance with their desires despite the fact that they lacked the access or the expertise to change it themselves. I link this approach to agency to the rise of consumer movements in capitalist societies, and show how the virtual world of TERA can serve as an example for other situations in the physical world where contemporary technologies are used to both enable and constrain agency. en_NZ
dc.language.iso en_NZ
dc.publisher Victoria University of Wellington en_NZ
dc.subject Internet en_NZ
dc.subject Video games en_NZ
dc.subject Consumers en_NZ
dc.title Game Balance: Designed structure and consumer agency in an online game en_NZ
dc.type Text en_NZ
vuwschema.contributor.unit School of Social and Cultural Studies en_NZ
vuwschema.type.vuw Awarded Research Masters Thesis en_NZ
thesis.degree.discipline Anthropology en_NZ
thesis.degree.grantor Victoria University of Wellington en_NZ
thesis.degree.level Master's en_NZ
thesis.degree.name Master of Arts en_NZ
vuwschema.subject.anzsrcfor 160104 Social and Cultural Anthropology en_NZ
vuwschema.subject.anzsrcseo 970120 Expanding Knowledge in Languages, Communication and Culture en_NZ


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