Business Lessons in World of Warcraft

Topics: Supply and demand, Massively multiplayer online game / Pages: 10 (2303 words) / Published: Oct 21st, 2008
Massive multiplayer online role playing games is one of the largest online collaboration environments that exists in the world today. Popular games like, World of Warcraft, see thousands of people around the world interact with one another. With this interaction the creation of virtual economies becomes apparent. This paper argues that players of World of Warcraft are taught basic business concepts and ideas which can translate into real life business lessons. The paper will firstly define the nature of World of Warcraft as a massive online game. It will then examine and explain a series of in-game business concepts and how they relate to the real world.
World of Warcraft (released in November 2004 by Blizzard Entertainment) is a fantasy based online game played over the internet and is known as a massive multiplayer online playing game (MMORPG). Within the 3D Warcraft universe (server), thousands of people around the world interact and collaborate in an online virtual environment. Castronova (2003, para. 2) states these synthetic worlds allow people to undertake various tasks like hunting, socializing, exploring, producing and consuming goods and generally leading a more or less full, rich and detailed life.
Players begin their journey by taking the role of a fictional character (avatar). They can customize the race (skills are linked to particular races ie; a Dwarf Priest specialty is in healing, where as a Night Elf Hunter is an expert in marksmanship) and physical appearance. Once the avatar has be named the player is then is let loose in a massive fantasy world filled with cities, oceans, forests, dungeons and monsters (Seth Schiesel 2006, Technology).
Character development is a player’s primary objective. As part of this character progression an experience points system is used. Players earn experience points to reach a higher level, traditionally through combat with monsters and completion of quests (a task with objectives and goals) which are handed

References: Castronova, E., 2003, ‘On Virtual Economies’, Game Studies, vol. 3, viewed 4 August 2008. <> Green, C, 2003, Handbook of Water Economics: Principles and Practice, John Wiley and Sons, West Sussex Leyden, F, 2005, ‘Christmas retail spree tops $21bn’,The Sydney Morning Herald, viewed 10 August. <> McNamara, T, 2004, World of warcraft Review: Blizzard does it again, viewed 5 August 2008. <> Schiesel, S, 2006, Online Game, Made in U.S., Seizes the Globe, The New York Times, viewed 12 August 2008.

You May Also Find These Documents Helpful

  • The World of Warcraft
  • World of Warcraft
  • World of Warcraft Essay
  • World Of Warcraft Character Analysis
  • World of Warcraft: Addiction or Benefit?
  • Warcraft
  • Thesis on World of Warcraft (Wow)
  • Barriers to Belonging - Romulus and World of Warcraft
  • Belbin’s Team Roles in World of Warcraft
  • War and Warcraft