"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social gaming: what attracts the most attention?: an investigation using an improved diary method
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Monitoring social expectations in Second Life
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
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In the last decade, online games have garnered much attention as more and more players gather on game servers. In parallel, communities of illegal private server players and administrators have spread and might host hundreds of thousands of players. To study the Korean online game Ragnarök Online, we conducted interviews to collect qualitative data on two private servers as well as on the official French server for the game. This paper discusses some of the reasons why Ragnarök Online private servers might attract players and how examining private servers' characteristics could help improve official game servers.