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Governance in F2P Multiplayer Games
In online games with active in-game communities, it is common for players to self-organize into poisonous factions or social structures. Organized grieving, economies distorted by mafia-esque groups, out of game protests against developer changes and mistreatment of new players can hurt retention, moderation costs and long term monetization. Most disturbingly, these problems emerge again and again despite lack of obvious feature support from developers. Much like how we are starting to tame wild online economies, can we also tame online governance?
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