Managing Online Communities: What Computer Games Can Teach Journalists

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by Brad King, Assistant Professor, Ball State University

When Britannia opened for business in July 1997, there was a land run. Of 100,000 people. Within days, the new homesteaders had snatched plots of land, set up businesses and built homes. In other words, they created a community. They had taken ownership.

Not that it was all roses. There were problems. There was no infrastructure available. No way to address wrongs. Britannia was a jumbled mass of human chaos.

This place was the epicenter of the first commercially success massively multiplayer online role playing game (MMORPG). This “persistent world”, which existed whether or not players were logged into the game, changed the way we viewed online communities. Suddenly, the worlds that had existed simply in text formats (e.g. The Well, CompuServe, QuantumLink) became graphical. [Read more...]