Abstract
This study focuses on the social formation of game virtual property through analyzing two of its major stakeholders in China: online gamers and game corporations. Based on analysis of the opinions, stakes, and demands of the Chinese gamers, I argue that they are developing an incipient 'gamer rights' awareness composed of gamers' entitlements to virtual property ownership as well as to virtual property rights protection by the state and game publishers. Based on analysis of the stakes and strategic actions of Chinese game publishers, I show that these corporations promulgate a self-serving version of gamer rights protection campaigns and pass the social responsibility of virtual property governance to the state. This study's findings provide empirical evidence to support theoretical and legal recognition of virtual property, government involvement in virtual-world governance, and the 'right to play' critique. © The Author(s) 2010.
Original language | English |
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Pages (from-to) | 722-738 |
Number of pages | 17 |
Journal | New Media and Society |
Volume | 13 |
Issue number | 5 |
Early online date | 8 Mar 2011 |
DOIs | |
Publication status | Published - Aug 2011 |
Externally published | Yes |
Keywords
- Chinese online games
- game publishers
- gamer rights
- MMOG
- real-money trade
- virtual property
- virtual-world governance