"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Death matters: understanding gameworld experiences
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Understanding social interaction in world of warcraft
Proceedings of the international conference on Advances in computer entertainment technology
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This paper describes World of Warcraft as a ludic cyborg --- an entity that exists for play and depends on both artificial and organic components to survive. We argue that the popularity of the game arose due to the balance between the types of socialization it promotes and in-game literacies acquired by players on PvP servers.