TY - JOUR
T1 - The Presence of stigma among users of the MMORPG RMT : a Hypothetical Case Approach
AU - Grundy, David
PY - 2008/4
Y1 - 2008/4
N2 - In those massive multiplayer online role-play games in which the real money trade (RMT) is specifically prohibited by the end user license agreement and terms of service, researchers should be aware of the impact of their work into potentially sensitive topic areas. If these users of the RMT secondary market feel they are a stigmatized community, this will potentially directly affect access to data, data integrity, data bias, and the ability to disclose and disseminate back to the research community. A hypothetical qualitative case study approach is applied using three separate research elements to aid in the understanding of why prospective research candidates could potentially feel stigmatized.
AB - In those massive multiplayer online role-play games in which the real money trade (RMT) is specifically prohibited by the end user license agreement and terms of service, researchers should be aware of the impact of their work into potentially sensitive topic areas. If these users of the RMT secondary market feel they are a stigmatized community, this will potentially directly affect access to data, data integrity, data bias, and the ability to disclose and disseminate back to the research community. A hypothetical qualitative case study approach is applied using three separate research elements to aid in the understanding of why prospective research candidates could potentially feel stigmatized.
KW - Qualitative research
KW - Ethics
U2 - 10.1177/1555412008314131
DO - 10.1177/1555412008314131
M3 - Article
SN - 1555-4120
SN - 1555-4139
VL - 3
SP - 225
EP - 247
JO - Games and Culture: A Journal of Interactive Media
JF - Games and Culture: A Journal of Interactive Media
IS - 2
ER -