Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players ’ social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal ...
As society shifts towards spending more time online for business and leisure, examining human behavi...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
This paper investigates the evolution of social structures in the game WORLD OF WARCRAFT . We analyz...
The growing role of communication using computers in people’s everyday lives is reflected by the deb...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
Online communities exhibit dynamic social phenomena that, if understood, can both influence the desi...
Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is...
The rise of Massively Multiplayer Online Games (MMOGs) and virtual worlds has made it possible to re...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal ...
As society shifts towards spending more time online for business and leisure, examining human behavi...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
This paper investigates the evolution of social structures in the game WORLD OF WARCRAFT . We analyz...
The growing role of communication using computers in people’s everyday lives is reflected by the deb...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
Online communities exhibit dynamic social phenomena that, if understood, can both influence the desi...
Quantification of human group-behavior has so far defied an empirical, falsifiable approach. This is...
The rise of Massively Multiplayer Online Games (MMOGs) and virtual worlds has made it possible to re...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal ...
As society shifts towards spending more time online for business and leisure, examining human behavi...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...