Abstract
Free-to-play games provide a novel experience compared to their pay-to-play or subscription counterparts, allowing players to make real-world currency transactions in the game world. The following chapter provides an overview of studies focusing on the research of free-to-play games, their players, communities, types of play, and ethical implications. It discusses a multidisciplinary approach that utilizes cultural studies and media and communication science in the investigation and study of free-to-play game cultures to better understand their intricate characteristics, habits and routines.
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Ludography
DragonVale (Backflip Studios 2011, O: Backflip Studios)
EverQuest (Sony Online Entertainment 1999, O: Sony Online Entertainment)
Farmville (Zynga 2009, O: Zynga)
Fortnite (Epic Games, People Can Fly 2017, O: Epic Games)
Guild Wars 2 (NCSOFT 2012, O: Arenanet)
Habbo Hotel (Sulake 2000, O: Karajalainen, S., & Kyrölä, A.)
King (Saint Julian’s 2012)
KingsRoad (Rumble Entertainment 2013, O: Rumble Entertainment)
Path of Exile (Grinding Gear Games 2013, O: Grinding Gear Games)
Snoopy’s Street Fair (Beeline Interactive, Inc. 2011, O: Beeline Interactive, Inc.)
The Simpsons: Tapped Out (EA Mobile, Fox Digital Entertainment, Gracie Films 2012, O: EA Mobile)
World of Warcraft (Blizzard Entertainment 2004, O: Blizzard Entertainment)
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Elmezeny, A. (2020). Just 1€ to Unlock This Guide! How and Why to Study Free-To-Play Game Cultures. In: Groen, M., Kiel, N., Tillmann, A., Weßel, A. (eds) Games and Ethics. Digitale Kultur und Kommunikation, vol 7. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-28175-5_8
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