In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avatars in ways that resembles face-to-face interaction. At the same time, the avatar-interaction is restricted in the technological-embedded environment. Research indicates problems concerning interaction inside these worlds, namely whether the systems resemble ordinary human face-to-face interaction in an adequate way. The assumed insufficient avatar-mediating interaction apparatus is in this paper used as a thinking tool. As a point of departure MMORPG’s is seen as having a history of social life, one that has created specific domains and discursive practices. Examples of avatar in-game text chat from initial research on a Role-Playing (RP) ser...
Online worlds are complex places, where we have to know some of the rules of play to engage in the i...
Although avatars broadly include textual screen names or social network profiles, we specifically di...
Avatars are in use when interacting in virtual environments in different contexts, in collaborative ...
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultane...
Most networked virtual communities, such as MUDs (Multi-User Domains), where people meet in a virtua...
This thesis focuses on avatar-mediated communication in a digital space called World of Warcraft, a ...
International audienceVideogame interactions show a rather complex participation framework: players ...
Cette thèse porte sur la communication médiatée par des avatars dans un espace numérique le « jeu de...
Despite how humans and non-human objects relate in very social ways, the relations between players a...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Purpose – The purpose of this paper is to show how both the presentation and limitation of visual ch...
As the world becomes more connected with the internet, so evolves our methods of communication. One ...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined t...
Online worlds are complex places, where we have to know some of the rules of play to engage in the i...
Although avatars broadly include textual screen names or social network profiles, we specifically di...
Avatars are in use when interacting in virtual environments in different contexts, in collaborative ...
The author deals with MMORPGs, a special computer game genre. MMORPGs are designed to host simultane...
Most networked virtual communities, such as MUDs (Multi-User Domains), where people meet in a virtua...
This thesis focuses on avatar-mediated communication in a digital space called World of Warcraft, a ...
International audienceVideogame interactions show a rather complex participation framework: players ...
Cette thèse porte sur la communication médiatée par des avatars dans un espace numérique le « jeu de...
Despite how humans and non-human objects relate in very social ways, the relations between players a...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Purpose – The purpose of this paper is to show how both the presentation and limitation of visual ch...
As the world becomes more connected with the internet, so evolves our methods of communication. One ...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined t...
Online worlds are complex places, where we have to know some of the rules of play to engage in the i...
Although avatars broadly include textual screen names or social network profiles, we specifically di...
Avatars are in use when interacting in virtual environments in different contexts, in collaborative ...