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一款名叫《魔兽世界》的网络游戏因行政审批而暂停,结果引发了玩家们在网络上人数逾万人(有人称是几十万人)的“维权”行动。这是一款由美国暴雪娱乐公司开发的著名网络游戏,据称它在全球有1200万名的玩家,其中约500万来自中国大陆。如此炫耀的玩家数字,使得这款游戏的任何风吹草动,都足以引起业内外的轩然大波。今年6月,其中国运营商从九城公司变更为网易后,并于6月7日因种种原因而停止服务。在停服53天后,历经众多利益主体或明或暗的博弈,大陆的500万魔兽玩家终于能“回归”虚拟世界当中。但在这起停服风波中,我们发现了面对强势公司的游戏经营权之争时,应该如何维护消费者的利益,网络社会虽是虚拟社会,但是不是也需要遵守规则等关健性的问题。
A Web game called “World of Warcraft” was suspended for administrative examination and approval. As a result, “activist” actions involving more than 10,000 (some say hundreds of thousands) of players on the Internet were triggered. This is a well-known online game developed by Blizzard Entertainment Inc. It is said to have 12 million players worldwide, of which about 5 million are from mainland China. This show off the number of players, making any signs of trouble in this game are enough to cause an uproar in the industry and beyond. In June this year, after its Chinese operator changed from Ninetowns Company to Netease, it stopped service on June 7 for various reasons. After stopping serving 53 days, after many stakeholders or bright or dark game, the mainland’s 500 million World of Warcraft players finally “return to” virtual world. However, during this turmoil, we found out how to defend the interests of consumers in the face of the controversy over the power of a strong company in the game. Although cyber-society is a virtual one, it is not necessary to follow the rules problem.