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Master's Dissertation
DOI
10.11606/D.27.2009.tde-29092009-154338
Document
Author
Full name
Gabriela Campedelli
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2009
Supervisor
Committee
Schwartz, Gilson (President)
Correa, Elizabeth Nicolau Saad
Grespan, Jorge Luis da Silva
Title in Portuguese
Bem vindos a Azeroth: aspectos da economia lúdica nos mundos fantásticos
Keywords in Portuguese
Economia lúdica
MMORPG
Mundos virtuais
World of Warcraft
Abstract in Portuguese
Esse trabalho tem como finalidade a análise de aspectos econômicos e sociais do mundo sintético World of Warcraft, um Massively Multiplayer Online Role Playing Game (MMORPG). A escolha desse jogo se dá pela sua popularidade no mundo, contando com mais de 11 milhões de jogadores segundo dados divulgados pela Blizzard Entertainment, em outubro de 2008. A etnografia, que se desenvolveu online realizada por meio de dez personagens especialmente criados para integrar o jogo nas terras virtuais de Azeroth, observa os aspectos de desenvolvimento da comunidade de jogadores e dos mecanismos de governança da Blizzard, constitui uma introdução a jogos desse gênero, com o objetivo de ressaltar a dinâmica econômica que se estabelece nesse complexo universo digital. O jogar é uma fonte de valor e o lúdico tem a sua própria economia.
Title in English
Welcome to Azeroth: economy ludic aspects in a fantastic world
Keywords in English
Game design
Ludic economy
MMORPG
Online games
World of Warcraft
Abstract in English
This work aims to analyze economic and social aspects of the synthetic world entitled World of Warcraft, a Massively Multiplayer Online Role Playing Game (MMORPG). This choice was made because of the popularity of this game around the world, counting 11 million players according to Blizzard Entertainments data published in October 2008. The etnography was developed online by ten avatars speacially created to take part of the world inside the virtual land of Azeroth, and observes the developing aspects of the player communities and their relationship with Blizzard governance while it also constitutes an introduction to this genre of game which highlights the economic dynamics of this complex digital universe. Play is a source of value and the ludicity has its own economy.
 
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Publishing Date
2009-11-10
 
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