Pemain Produktif: Fenomena Baru Permainan Gim Online Studi Etnografi Praktek Player to Player Real Money Trading (PTPRMT) dalam Gim Canaan Online World Indonesia
PAHLEVI, Riza, Wisnu Martha Adiputra
2012 | Skripsi | Ilmu KomunikasiFollowing the widespread introduction of the internet in the 1990s, a variety of PC games began to utilize the internet for multiplayer gaming. As a result of these developments, a variety of existing game genres made a transition to incorporate the new online multiplayer options. Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also seems to grow its own economy, with production, assets, and trade with Earth economies. This thesist describes a basic supply-demand model for Player to Player Real-Money Trade (PTPRMT) in the goods produced within synthetic economies, and then applies welfare analysis to the internal and the external effects of that trade. This thesist also focusing in The Web Based-Massively-Multiplayer Online Role Playing Game (MMORPG) Canaan Online World Indonesia‟s Player who could earn million Rupiah by selling their virtual items to another player. Using an ethnographic approach to gather information and insights into the practices of players. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. Keywords: Massively Multiplayer Online Role Playing Games, Player to Player Real Money Trading, Real Money Trading, Computer Games, Online Games
Kata Kunci : Game On Line