Playing online entails far more than dragon-slaying, identity experimentation, communication, and elaborate synchronized aggression. Letting other players affect your experience means placing yourself—if ever so slightly—at their mercy. In other words, you need to trust them, evoking a concept that has divided philosophers for millennia. This article describes how trust is an important factor in multiplayer gaming, how it can be approached theoretically, and how it may be favorably affected by game design.
Axelrod, R. ( 1984). The evolution of co-operation. London : Penguin Books.
3.
Baym, N.K. ( 1996). The emergence of community in computer-mediated communication . In S. Jones (Ed.), Computer-mediated communication and community. London: SAGE.
4.
Burt, R.S., & Knez, M. ( 1996). Trust and third-party gossip. In R. M. Kramer & T. R. Tyler (Eds.), Trust in organizations: Frontiers of theory and research (pp. 68-89). Thousand Oaks, CA: SAGE.
5.
Creed, W.E.D., & Miles, R.E. ( 1996). Trust in organizations: A conceptual framework linking organizatorial forms, managerial philosophies, and the opportunity costs of control. In R. M. Kramer & T. R. Tyler (Eds.), Trust in organizations: Frontiers of theory and research. Thousand Oaks, CA: SAGE.
6.
Donath, J.S. ( 1999). Identity and deception in the virtual community. In M. A. Smith & P. Kollock (Eds.), Communities in cyberspace (pp. 29-59). New York: Routledge.
7.
Ensemble Studios. ( 1999). Age of empires II: The age of kings (PC Version)Microsoft.
8.
Hobbes, T. ( 1997). Leviathan-Or the matter, forme and power of a commonwealth ecclesiastical and civil. New York: Touchstone.
9.
Hume, D. ( 1739/2002). A treatise of human nature (Reprint with corrections ed.).Oxford University Press.
10.
Irem. (1982). Moon Patrol (Arcade ed.).
11.
Jensen, C., Farnham, S., Drucker, S., & Kollock, P. ( 2000, April 1-6). The effect of communication modality on cooperation in online environments. Paper presented at the SIGCHI conference on Human factors in computing systems, The Hague, The Netherlands.
12.
Kant, I. ( 1785/2005). Groundwork for the metaphysics of morals . Peterborough, Ontario: Broadview Press.
13.
Kollock, P. ( 1998). Social dilemmas: The anatomy of cooperation. Annual Review of Sociology, 24, 183-214.
14.
Lessig, L. ( 1999). Code and other laws of cyberspace. New York: Basic Books.
15.
Luhmann, N. ( 1979). Trust and power: Two works. Chichester : Wiley.
Power and Magic. (2003). Top Spin (Xbox Version): Microsoft.
18.
Smith, J.H. ( 2004). Playing dirty-Understanding conflicts in multiplayer games. Paper presented at the 5th annual conference of The Association of Internet Researchers, The University of Sussex.
19.
Smith, J.H. ( 2006a). The games economists play: Implications of economic game theory for the study of computer games. Game Studies: The International Journal of Computer Game Research, 6.
20.
Smith, J.H. ( 2006b). Plans and purposes: How videogame goals shape player behaviour. Unpublished PhD dissertation, ITUniversity of Copenhagen, Copenhagen.
21.
Smith, J.M., & Harper, D.G.C. (1995). Animal signals: Models and terminology. Journal of Theoretical Biology, 177, 305-311.
22.
Sony Online Entertainment. (2003). Star Wars galaxies: An empire divided (PC Version): LucasArts.
23.
Valve. (2000). Half-life: Counter-strike (PC Version): Sierra On-Line, Inc.
24.
Veblen, T. ( 2000). Conspicuous consumption. In J. B. Schor & D. B. Holt (Eds.), The Consumer Society Reader. New York: The New Press.
25.
Zacharia, G., Moukas, A., & Maes, P. ( 1999). Collaborative reputation mechanisms in electronic marketplaces . Paper presented at the Thirty-second Annual Hawaii International Conference on System Sciences.
26.
Zahavi, A. ( 1977). The cost of honesty (further remarks on the handicap principle). Journal of Theoretical Biology, 67, 603-605.