The Business of Play
Financialization and Optimization in World of Warcraft
Bibliographic Data
| ID | 12804591 |
|---|---|
| Authors | Daniel Nielsen (0000-0002-9165-9614, Charles University, corresponding author) |
| Year | 2025 |
| Publication date | 2025-05-27 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/15554120251345644 |
| OpenAlex | W4410840531 |
| Language | EN |
| Citations received | 2 |
| References cited | 37 |
In World of Warcraft (WOW) , thousands of players work together to analyze the game's rules and maximize their rewards. Organized boosting—a paid player service—is widely seen as undermining the meritocratic ideal that ties rewards to effort and skill. Drawing on semistructured interviews with six former providers of boosting services, this study argues that optimization in digital games is not solely a strategic choice, but often a necessity shaped by financial pressures. The introduction of token-based economic elements, such as the WoW token, nudges players into financial speculation and wealth accumulation, transforming optimization into a form of labor. This study considers boosting within the framework of financialization, highlighting how optimization mirrors broader tensions in a game culture shaped by corporate commodification practices
Advertising · Business · Cognitive psychology · Economics · Financialization · Market economy · Sociology · Cinema and Media Studies · Digital Economy and Work Transformation · Digital Games and Media · Psychology · Social Psychology · Marketing
Optimizing Play
Treacherous Play
Cheating
Cultures of Financialization
Theorycrafting
The Value of Calculations
Coming of Age in Second Life
The Unpredictability of Gameplay
Battlefields of Negotiation
The Toxic Meritocracy of Video Games
Don't Hate the Player, Hate the Game
Thematic Analysis
"We Will Always Be One Step Ahead of Them" A Case Study on the Economy of Cheating in MMORPGs
Chinese Gold-Farming in the 2000s
Digital imaginaries
Surveillance and Community
Battle pass capitalism
The platformization of cultural production
Hacking code/space
Labour process theory and the gig economy
Free Labor
Crushing Candy
Thematic Analysis
Amateur Gold Farming in China
Alienated Playbour
Where's My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs
Discipline and Dragon Kill Points in the Online Power Game
Dragon Kill Points
From Tree House to Barracks
Regulating (Virtual) Subjects
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |