Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for social dependencies and challenging content seems to have become designs for social independence and casual play. This has not gone by unnoticed by communities of players that have gradually increased in size, hoping to find regression in design philosophies for their favorite games. This study combines the social component of Yee’s (2006) model for motivations for online play with Bradner’s (2001) concept of social affordances, and quantitative surveys with qualitative interviews in order to examine how the social player experience in World of Warcraft has changed in relation to changes made to the game. Some of the findings are that the ince...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
The results of a study on motivations for playing Massively Multiplayer Online Role-Playing Games (M...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...
As society shifts towards spending more time online for business and leisure, examining human behavi...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
In the last five years, online games have grown in popularity. Thus a growing trend of so called mas...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Although there’re studies that investigate the factors affecting the intention to purchase virtual i...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex soc...
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relativel...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
This study explores the relationship between World of Warcraft (WoW) players and the concepts of soc...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
The results of a study on motivations for playing Massively Multiplayer Online Role-Playing Games (M...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...
As society shifts towards spending more time online for business and leisure, examining human behavi...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
In the last five years, online games have grown in popularity. Thus a growing trend of so called mas...
Contemporary video games such as massively multiplayer online role playing games (MMORPGs) have gain...
Although there’re studies that investigate the factors affecting the intention to purchase virtual i...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex soc...
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relativel...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
This study explores the relationship between World of Warcraft (WoW) players and the concepts of soc...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
The results of a study on motivations for playing Massively Multiplayer Online Role-Playing Games (M...
The majority of research examining massively multiplayer online game (MMOG)-based social relationshi...