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The Commodification of Play in
Diablo 3 –
Understanding the Real Money
Market Place




Patrick Prax
Uppsala University
Patrick.Prax@im.uu.se
•Diablo 3 and the real-money
 auction house (RMAH)
    •Prosumption, produsage
    and playbour
 •The RMAH and
    •Real-money trade
    •Game business models
    •Game design
 •Game Design as Marketing
 •Cases
patrick.prax@im.uu.se        2
patrick.prax@im.uu.se   3
The Real-Money Market Place
• Load your Battle.net account with money
• Buy or sell virtual items for real money
• Buy Blizzard products, games,
  merchandise, DLC, from that money
• There is a fee for trading (1$ or 15%)
  and cashing out (15%)




                        patrick.prax@im.uu.se   4
patrick.prax@im.uu.se   5
It has to make money


• Blizzard forces people online
  – excluding many (>100 000 according to
    Extra Creditz) from playing - reducing sales




  – Accepting rubber-banding and other
    performance problems (like servers braking
    down at launch)
                  patrick.prax@im.uu.se            6
Prosumption, Produsage and
Playbour
• Production and Consumption/Use at the
  same time
  – Facebook and other social media, In MMOs
    happening during normal play
• Play and labor
  – Grinding, Farming, unpleasant mechanical
    play to gain an advantage
• Do not really fit…


                   patrick.prax@im.uu.se       7
Commodification
of Play


• Commodification of leisure
• Work logic permeating the game, play, and
  the emerging social interactions
• Breaking immersion and any residue of a
  magic circle
• No equal start, not different place
                       patrick.prax@im.uu.se   8
Real-Money Trade
• Normally outside of the
  game



• In Everquest included
  after launch
• The RMAH is a RMT
  platform with a tax.

                patrick.prax@im.uu.se   9
patrick.prax@im.uu.se   10
Game Design as Marketing
• “MMO operators are able to adjust the
  environment in which their products are
  sold and marketed, and the rules
  according to which the products are
  used, not to mention their role in creating
  the environment to begin with. […]
  business models and service design,
  including game design, could be
  integrated and aligned from the start.”
  (Hamari and Lehdonvirtä, 2010)
                 patrick.prax@im.uu.se      11
Cases




• Natalya’s Wrath
• Community Reaction, Forced
  Participation
• Item affixes and drop rates


                 patrick.prax@im.uu.se   12
Natalya’s Wrath
• “Result: 20s of (near)
  immunity […] THAT is
  OP.” –Forum poster
• “We're a bit
  apprehensive because
  we really don't want to
  keep fiddling with
  people's items, even
  though this makes the
  set quite good.” -
  Bashiok, Blizzard
                     patrick.prax@im.uu.se   13
  Community Manager
Community reaction
• Before launch:
• “Finally we can make money of our
  gaming!”
• After:
• Forced to participate, no way to progress
  otherwise
• Breaks immersion, best way to play is to
  go work and earn money

                   patrick.prax@im.uu.se   14
Social Results
• No forced effects on behavior, but an
  influence.


• Betray the aim “Gameplay first”.
• Ties into the discussion of business
  models like micro transactions and game
  design.



                 patrick.prax@im.uu.se    15
Thank You




            patrick.prax@im.uu.se   16
The Commodification of Play in
Diablo 3 –
Understanding the Real Money
Market Place




Patrick Prax
Uppsala University
Patrick.Prax@im.uu.se
Copyrighted material used under fair use. If you own an IP and want me to take something out
please contact me. Thank you. Patrick.prax@im.uu.se

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The Commodification of Play in Diablo 3 – Understanding the Real Money Market Place - Patrick Prax

  • 1. The Commodification of Play in Diablo 3 – Understanding the Real Money Market Place Patrick Prax Uppsala University Patrick.Prax@im.uu.se
  • 2. •Diablo 3 and the real-money auction house (RMAH) •Prosumption, produsage and playbour •The RMAH and •Real-money trade •Game business models •Game design •Game Design as Marketing •Cases patrick.prax@im.uu.se 2
  • 4. The Real-Money Market Place • Load your Battle.net account with money • Buy or sell virtual items for real money • Buy Blizzard products, games, merchandise, DLC, from that money • There is a fee for trading (1$ or 15%) and cashing out (15%) patrick.prax@im.uu.se 4
  • 6. It has to make money • Blizzard forces people online – excluding many (>100 000 according to Extra Creditz) from playing - reducing sales – Accepting rubber-banding and other performance problems (like servers braking down at launch) patrick.prax@im.uu.se 6
  • 7. Prosumption, Produsage and Playbour • Production and Consumption/Use at the same time – Facebook and other social media, In MMOs happening during normal play • Play and labor – Grinding, Farming, unpleasant mechanical play to gain an advantage • Do not really fit… patrick.prax@im.uu.se 7
  • 8. Commodification of Play • Commodification of leisure • Work logic permeating the game, play, and the emerging social interactions • Breaking immersion and any residue of a magic circle • No equal start, not different place patrick.prax@im.uu.se 8
  • 9. Real-Money Trade • Normally outside of the game • In Everquest included after launch • The RMAH is a RMT platform with a tax. patrick.prax@im.uu.se 9
  • 11. Game Design as Marketing • “MMO operators are able to adjust the environment in which their products are sold and marketed, and the rules according to which the products are used, not to mention their role in creating the environment to begin with. […] business models and service design, including game design, could be integrated and aligned from the start.” (Hamari and Lehdonvirtä, 2010) patrick.prax@im.uu.se 11
  • 12. Cases • Natalya’s Wrath • Community Reaction, Forced Participation • Item affixes and drop rates patrick.prax@im.uu.se 12
  • 13. Natalya’s Wrath • “Result: 20s of (near) immunity […] THAT is OP.” –Forum poster • “We're a bit apprehensive because we really don't want to keep fiddling with people's items, even though this makes the set quite good.” - Bashiok, Blizzard patrick.prax@im.uu.se 13 Community Manager
  • 14. Community reaction • Before launch: • “Finally we can make money of our gaming!” • After: • Forced to participate, no way to progress otherwise • Breaks immersion, best way to play is to go work and earn money patrick.prax@im.uu.se 14
  • 15. Social Results • No forced effects on behavior, but an influence. • Betray the aim “Gameplay first”. • Ties into the discussion of business models like micro transactions and game design. patrick.prax@im.uu.se 15
  • 16. Thank You patrick.prax@im.uu.se 16
  • 17. The Commodification of Play in Diablo 3 – Understanding the Real Money Market Place Patrick Prax Uppsala University Patrick.Prax@im.uu.se Copyrighted material used under fair use. If you own an IP and want me to take something out please contact me. Thank you. Patrick.prax@im.uu.se

Editor's Notes

  1. Games as marketing are adissapointment for games as a medium, games as art, games as a differnet place to imagine a different society, …