This study examines public sources of information, their usage and how these factors fect social change in virtual communities, specifically in the MMORPG World of Warcraft. Using the concepts of the "public" and the "public sphere" as developed by Jürgen Habermas, Robert Park, and John Dewey and the weak-tie theory by Granovetter, this study used a loose ethnography coupled with forum monitoring and in-depth interviews to determine public sources of information and information usage by players in in-game decision making. Also, the study seeks to clarify how players use information, and how this information sparks social change both at micro, meso and macro levels within the game and meta-game. This study found that players use internet for...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
The growing role of communication using computers in people’s everyday lives is reflected by the deb...
This study examines how users of the immersive virtual environment World of Warcraft look for infor...
As society shifts towards spending more time online for business and leisure, examining human behavi...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
[[abstract]]The virtual communities provide online users a more convenient channels of information a...
In this paper, we explore social life and play experiences on Nostalrius Begins, a World of Warcraft...
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relativel...
In this paper, we explore social life and play experiences on Nostalrius Begins, a World of Warcraft...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...
This thesis is an ethnographic look at the player communities inside of the setting of digital onlin...
The purpose of this paper was to study the information behaviour of players in an online computer ga...
The significance of technology and technological devices in the modern western society is steadily e...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
Virtual worlds provide new forms of social interaction. They offer alternative spaces where social f...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
The growing role of communication using computers in people’s everyday lives is reflected by the deb...
This study examines how users of the immersive virtual environment World of Warcraft look for infor...
As society shifts towards spending more time online for business and leisure, examining human behavi...
A representative sample of players of a popular massively multiplayer online game (World of Warcraft...
[[abstract]]The virtual communities provide online users a more convenient channels of information a...
In this paper, we explore social life and play experiences on Nostalrius Begins, a World of Warcraft...
Gaming as an activity possesses many different facets (Sköld 2018: 134). One important yet relativel...
In this paper, we explore social life and play experiences on Nostalrius Begins, a World of Warcraft...
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for s...
This thesis is an ethnographic look at the player communities inside of the setting of digital onlin...
The purpose of this paper was to study the information behaviour of players in an online computer ga...
The significance of technology and technological devices in the modern western society is steadily e...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
Virtual worlds provide new forms of social interaction. They offer alternative spaces where social f...
This paper examines social behavior in the online video game World of Warcraft. Specifically focusin...
The growing role of communication using computers in people’s everyday lives is reflected by the deb...
This study examines how users of the immersive virtual environment World of Warcraft look for infor...