This thesis, by employing a four month self-selected panel-study of players from the Massively Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft as well as a control-group of non-players, find that generalized trust is negatively affected by participation in an online gaming environment. By creating an analytical framework of what constitutes a voluntary association this thesis also find that the Guilds in World of Warcraft constitutes such an association and that some of the negative effect by playing World of Warcraft can be explained by playing in ethnically homogenous guilds and off-set by playing in ethnically heterogeneous guilds. In other words, by playing MMORPG:s we are no longer only playing games, we are gaming toge...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Previous studies have found that playing massively multiplayer online games (MMOG) such as World of ...
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
This survey investigated the effect of having multiple and crossed social identities on the relation...
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined t...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relativel...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Previous studies have found that playing massively multiplayer online games (MMOG) such as World of ...
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirica...
This survey investigated the effect of having multiple and crossed social identities on the relation...
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined t...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relativel...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
Game research suffers from using a variety of concepts to predict the (often negative) effects of pl...
This empirical study focuses on online collaboration and social interaction in temporary group forma...
Abstract Focusing on social network theories, we examine the interactive influence of both group-lev...
Previous studies have found that playing massively multiplayer online games (MMOG) such as World of ...