Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/18481
DC FieldValueLanguage
dc.contributor.advisorMilioni, Dimitra L.-
dc.contributor.authorPapaefstathiou, Savvas-
dc.date.accessioned2020-07-16T08:09:55Z-
dc.date.available2020-07-16T08:09:55Z-
dc.date.issued2020-05-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/18481-
dc.description.abstractThe current research focuses on the video game World of Warcraft and tries to examine the terms of “Ludocapitalism”, “Playbour” and the very idea of “Magic Circle” within the game. Since the start of the game until 15 years later people invented ways to make their gaming experience easier or more rewarding. It started with goldfarming were people would farm in-game gold and then sell it for real life money until today where people created communities and enterprises were they not getting only real life money but also gold currency as reward. A whole new economic model is now in the making, not only in World of Warcraft but in many games. Through this research an effort is made to understand how players understand and react to these boosting services and the new economic system but also examine the concept of commercialization in video games. The research collected the data by interviewing players of the game but also going through communities’ servers and websites. After the end of the procedure, the researcher transcribed all the recordings for an extensive and thorough thematic analysis. Inductive and Semantic approaches were used for a deeper understanding of the transcripts. Highlights of the findings were the structure of the communities that now look like enterprises and the new era of online digital games. Now games look more like work opportunities rather a place to have fun and play. Playbour and loudocapitalism is implemented and the commercialization is promoted through World of Warcraft. Even if players are not familiar with more academic terminologies, they are quite aware of the playbour inducted in digital games that are now much alike a workplace. It is important to distinguish play and work and don’t mask each other for more revenue and profit. Least but not last, the following question emerged from the research: “ If only within an online multiplayer game so much income can flourish, then we can as well wonder how people that don’t have an idea of how to run a company, can manage to run such services within a game. But also, how that situation impacts the society and the balance between leisure and working.”en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.publisherDepartment of Communication and Internet Studies, Faculty of Communication and Media Studies, Cyprus University of Technologyen_US
dc.rightsΑπαγορέυεται η δημοσίευση ή αναπαραγωγή,ηλεκτρονική η άλλη χωρίς τη γραπτή συγκατάθεση του δημιουργού και κατόχου των πνευματικών δικαιωμάτων.en_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectPlaybouren_US
dc.subjectPay to Winen_US
dc.subjectLoudocapitalismen_US
dc.subjectDigital Gamesen_US
dc.titlePlay or pay to win: a World of Warcraft case studyen_US
dc.typeBachelors Thesisen_US
dc.affiliationCyprus University of Technologyen_US
dc.relation.deptDepartment of Communication and Internet Studiesen_US
dc.description.statusCompleteden_US
cut.common.academicyear2019-2020en_US
dc.relation.facultyFaculty of Communication and Media Studiesen_US
item.fulltextWith Fulltext-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.openairecristypehttp://purl.org/coar/resource_type/c_46ec-
item.openairetypebachelorThesis-
item.languageiso639-1en-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-2342-4952-
crisitem.author.parentorgFaculty of Communication and Media Studies-
Appears in Collections:Πτυχιακές Εργασίες/ Bachelor's Degree Theses
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