Sony Online Entertainment: EverQuest®or EverCrack?

@article{Spain2005SonyOE,
  title={Sony Online Entertainment: EverQuest{\textregistered}or EverCrack?},
  author={Judith W. Spain and Gina Vega},
  journal={Journal of Business Ethics},
  year={2005},
  volume={58},
  pages={3-6}
}
At around 6:00 a.m., on Tuesday, November 20, 2001, in Hudson, WI, Shawn Woolley had logged on to his computer and began playing EverQuest , his favorite game. A few hours later he committed sui cide. Two days passed and, when he didn't show up for Thanksgiving dinner, his mother, Liz Woolley, found his body in a rocking chair at his computer desk. He had a 0.22 caliber rifle at his side and EverQuest was still playing on his computer screen.4 Mrs. Woolley stated to the news media that she… 

Running with newbies: Understanding online communities through the eyes of second-generation gamers

The growing popularity of video games is introducing a new generation of video game players to online communities and the communicative behaviors of these secondgeneration gamers open new ways to

Virtual Slaves, Real Profits

  • Prayag Ray
  • Economics
    Inhabiting Cyberspace in India
  • 2021
This paper seeks to trace the relationship between Massively Multiplayer Online Roleplaying Games and the economic reality, as well as the cultural and philosophical underpinnings of contemporary

Internet Abuse: Emerging Trends and Lingering Questions

There has been much alarm about Internet abuse in the past decade. Claims of Internet-related crimes such as homicides, suicides, and child neglect have received widespread media attention across the

If you begin a service you must go the whole hog: a theoretical approach to social lock-in situations in service settings

In the context of an exploratory study that is reported elsewhere (under review), customers who told us they would feel uncomfortable leaving during service transactions were spoke to.

Achievement Striving , Competence , and Flow in Online Games

Online games have attracted numerous users and brought stable revenues to game providers. However, some users frequently switch to other games, and thus, it is important to identify which users are

Understanding learning within a commercial video game: A case study

It is found that children can learn basic construction skills from playing a video game called World of Goo, which provides further support of the potential for children to learn by playing commercial video games.

How Corporates in South Africa Are Using Serious Games in Business

The analysis suggests that corporates currently use technologies related to serious games (e-learning, collaborative tools, and simulation tools), and that there is a demand for the greater promotion and use of serious gaming.

Multimodal Interaction in a Collaborative Virtual Brainstorming Environment

This paper's work in setting up a collaborative virtual environment (CVE) framework which is built to support collaborative creative meetings for geographically dispersed participants and focuses on facilitating the (collaborative) interaction process through the use of four modalities.

Dumb People , Smart Objects : The Sims and the Distributed Self

Electronic Arts’ Sims franchise, encompassing three main entries, numerous expansions and spin-offs, and two distinct online versions, has transcended its video game status and become a cultural