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  <title>Centre for Internet and Society</title>
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    <item rdf:about="http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/gaming-and-gold-an-introduction">
    <title>Gaming and Gold - An Introduction</title>
    <link>http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/gaming-and-gold-an-introduction</link>
    <description>
        &lt;b&gt;Arun Menon in this first entry, provides a brief description of the area of study and the questions that need to be engaged with in the course of this study.&lt;/b&gt;
        
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The Center for Internet and Society has initiated a project to study Online Gaming, particularly Mmorpgs. The title ‘Gaming and
Gold’ may throw off the casual reader who is not sufficiently acquainted with
this area. For this reason, the first few blog posts will focus on providing a
contextual background but before that a brief introduction to the theoretical
premise is necessary.&lt;/p&gt;
&lt;p style="text-align: justify;"&gt;The study ideally focuses on the Mmorpg&lt;a name="_ednref1" href="#_edn1"&gt;&lt;span class="MsoEndnoteReference"&gt;&lt;span class="MsoEndnoteReference"&gt;[i]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;
genre, which is a subset under online gaming (that involves more than two
players over a network, if Andrew Rollings definition is considered). This
would be to effectively locate 'attention' as a currency, a medium that
enables/facilitates the flow of currencies both internal&lt;a name="_ednref2" href="#_edn2"&gt;&lt;span class="MsoEndnoteReference"&gt;&lt;span class="MsoEndnoteReference"&gt;[ii]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;
and secondary&lt;a name="_ednref3" href="#_edn3"&gt;&lt;span class="MsoEndnoteReference"&gt;&lt;span class="MsoEndnoteReference"&gt;[iii]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;.
Attention also influences the generation of in-game currencies and their real
values are often speculated and traded in secondary markets depending on the
flow of material attention. The approach would have to take in Mmorpg games that
have dynamic communities, which are engaged with the production processes in
the game-world. &amp;nbsp;This would throw light
on many other issues surrounding production of virtual resources. Lisa Nakamura
has extensively studied the racialisation of the production processes that are
deployed in the game world.&lt;/p&gt;
&lt;p style="text-align: justify;"&gt;&amp;nbsp;This would naturally
involve the technologies incorporated by the developer, since all trade and
financial activities rest on social interaction, which is what eventually
translates into currency both real and virtual. Social interaction therefore is
dependent on how well the in-game communication system is developed. The lack
of social interaction would generally imply a lack in any form(s) of trading.
The Theorization of the Gaming space would necessitate the adequate placement
of the contextual area that surrounds it.&amp;nbsp;
An examination of what this space constitutes is important - the
definitions, the terminologies, the backgrounds, the people, the developers,
the communities, and the developments in online gaming (Mmorpgs) - would form a
relevant background to the study.&lt;/p&gt;
&lt;p style="text-align: justify;"&gt;To begin with what is Attention Economy? What is Attention
Currency and why is it relevant to my study? &amp;nbsp;‘Attention economies’ and ‘attention
currencies’ are terms that are largely associated with marketing and
advertising terminology. Thomas H. Davenport discuses Attention Economies and
Attention Currencies in detail and defines attention as ‘focused mental
engagement’, which is treated as a scarce commodity, particularly one that is
spent in the act of consumption (of information). Could this concept be used to
read market transactions (both internal and secondary) particularly in
community-based online gaming? The use of this concept would naturally have to
be very different from the way it is construed in advertising and marketing.
The examination of the economies surrounding gaming and how gamers interact
with their virtual world may be better articulated by placing attention as the
mediating force, and the facilitating conduit which enables then the flows of
real and virtual goods and services. Such a reading breaks away from the way Davenport addresses this issue. Davenport
discusses attention economies and currencies elaborately, but his perspective
does not suit an application to Gaming economies.&lt;/p&gt;
&lt;p style="text-align: justify;"&gt;Exploring the activities of the internal markets and the
trading that takes place, outside of the internal markets, i.e. in the
secondary markets places two things in perspective a) Trading as an activity
that increases the ‘value’ of the account/identity and b) Trading as an
activity that enhances rankings and gameplay. The questions that arise out of
these trading activities alone would directly place attention in a seemingly
material form on the one hand which then enables non-material gains on the
other hand. What are the gains of trading online? Are they only material in the
form of virtual currency and virtual goods? Studies surrounding these concepts
rely largely on a marketing perspective and how attention should be approached
as a scarce commodity.&lt;/p&gt;
&lt;p style="text-align: justify;"&gt;Watch this space for more posts on Online Gaming, Reviews on
a few Games and the current ‘scene’.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;div&gt;&lt;br clear="all" /&gt;
&lt;hr align="left" size="1" width="33%" /&gt;


&lt;div id="edn1"&gt;
&lt;p class="MsoEndnoteText"&gt;&lt;a name="_edn1" href="#_ednref1"&gt;&lt;span class="MsoEndnoteReference"&gt;&lt;span class="MsoEndnoteReference"&gt;[i]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;
Massively multiplayer online games.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="edn2"&gt;
&lt;p class="MsoEndnoteText"&gt;&lt;a name="_edn2" href="#_ednref2"&gt;&lt;span class="MsoEndnoteReference"&gt;&lt;span class="MsoEndnoteReference"&gt;[ii]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt; An
internal market is within the game environment (In-Game) and as such operates
as a system that enables trading within the game between players and between
the game developer and the community. This usage is predominantly used defining
World of Warcrafts market, but can be easily used to define in-game markets on
any Mmorpgs.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="edn3"&gt;
&lt;p class="MsoEndnoteText"&gt;&lt;a name="_edn3" href="#_ednref3"&gt;&lt;span class="MsoEndnoteReference"&gt;&lt;span class="MsoEndnoteReference"&gt;[iii]&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&amp;nbsp; The secondary market is the unofficial market
operating around the game environment trading in game merchandise but is not
officially sanctioned, in fact certain games ban accounts that are involved in
gold farming.&lt;/p&gt;
&lt;p class="MsoEndnoteText"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MsoEndnoteText"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="MsoEndnoteText"&gt;&amp;nbsp;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;

        &lt;p&gt;
        For more details visit &lt;a href='http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/gaming-and-gold-an-introduction'&gt;http://editors.cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/gaming-and-gold-an-introduction&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>arun</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Gaming</dc:subject>
    
    
        <dc:subject>Attention Economy</dc:subject>
    
    
        <dc:subject>Gaming Economy</dc:subject>
    
    
        <dc:subject>Attention Currency</dc:subject>
    

   <dc:date>2011-08-02T05:58:22Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>




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