Virtual Worlds, Online Gaming Communities and Cultural Commons
Cultural Commons. A new Perspective on the Production and Evolution of Cultures, pp. 208-227, E. Bertacchini, G. Bravo, M. Marrelli and W. Santagata, eds., 2012
22 Pages Posted: 27 Jan 2013
Date Written: 2012
In this paper, we contend that multiplayer online games and virtual worlds may be considered as cultural commons. Because of the interacting activity of users, multiplayer online game are characterized by several patterns of cultural production and consumption, which continuously redefine and shape the virtual world and entertaining experience. Users become active producers and consumers of cultural goods as they usually can modify the virtual environment, produce new forms of communications and adopt new social norms. Using the Institutional Analysis and Development (IAD) framework, we analyze the main attributes of virtual worlds’ resources, the rules and incentives affecting the behavior in online gaming communities and the action arena, where the main tensions and social dilemmas among actors occur.
Keywords: Virtual Worlds, Multiplayer Online Game, Cultural Commons, Social Dilemmas
JEL Classification: Z10
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