Abstract
Massive Multiplayer Online Role-Playing Games are socio-technical phenomena that are both complex technological systems and complex societies. They are also highly lucrative businesses. In this paper we present initial findings from a case study of the MMORPG TIBIA which explores the business and social relationships generated by cheating practices. We characterize the economy of cheating as a learning and innovation process and the development of cheating solutions as an answer to breakdowns and market demand.
Recommended Citation
De Paoli, Stefano and Kerr, Aphra, "The Economy Of Cheating In Mmorpgs: A Case Study Of Innovation" (2009). MCIS 2009 Proceedings. 92.
https://aisel.aisnet.org/mcis2009/92