Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Using Egocentric Networks to Understand Communication
IEEE Internet Computing
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jumpstarting relationships with online games: evidence from a laboratory investigation
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Remix and play: lessons from rule variants in texas hold'em and halo 2
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Cheaters in a gaming social network
ACM SIGMETRICS Performance Evaluation Review
Branded with a scarlet "C": cheaters in a gaming social network
Proceedings of the 21st international conference on World Wide Web
"I can't get no sleep": discussing #insomnia on twitter
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enhancing collaboration in tabletop board game
Proceedings of the 10th asia pacific conference on Computer human interaction
Friends FTW! friendship and competition in halo: reach
Proceedings of the 2013 conference on Computer supported cooperative work
Functional or social?: exploring teams in online games
Proceedings of the 2013 conference on Computer supported cooperative work
Mastering the art of war: how patterns of gameplay influence skill in Halo
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Online video games can be seen as medium for the formation and maintenance of social relationships. In this paper, we explore what social relationships mean under the context of online First-Person Shooter (FPS) games, how these relationships influence game experience, and how players manage them. We combine qualitative interview and quantitative game log data, and find that despite the gap between the non-persistent game world and potentially persistent social relationships, a diversity of social relationships emerge and they play a central role in the enjoyment of online FPS games. We report the forms, development, and impact of such relationships, and discuss our findings in light of design implications and comparison with other game genres.