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
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
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
The Economic Leverage of the Virtual Community
International Journal of Electronic Commerce
When social networking meets online games: the activity system of grouping in world of warcraft
SIGDOC '07 Proceedings of the 25th annual ACM international conference on Design of communication
Customization, immersion satisfaction, and online gamer loyalty
Computers in Human Behavior
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Lower bounds on sample size in structural equation modeling
Electronic Commerce Research and Applications
User acceptance of hedonic information systems
MIS Quarterly
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This study applies social capital theory to investigate how a player's network centrality in an online gaming community (i.e., a guild) affects his/her attitude and continuance intention toward a Massive Multiplayer Online Game (MMOG). Analysis of 347 usable responses shows that players' network centrality has a negative impact on their ties to players who belong to other guilds (i.e., non-guild interaction), but a positive effect on players' access to resources. However, players' network centrality fails to increase their perceived game enjoyment directly. Players' resource accessibility and perceived game enjoyment play mediating roles in the relationship between network centrality and attitude toward playing an MMOG, which in turn influences game continuance intention. The results also show that although players' non-guild interaction is negatively related to their resource accessibility from the networks, it is positively associated with perceived game enjoyment. The article concludes with implications and limitations of the study.