Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Introduction: The State of Play
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
The experienced "sense" of a virtual community: characteristics and processes
ACM SIGMIS Database
Assessing differential usage of usenet social accounting meta-data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"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
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Card board: a flexible environment for any game, anyone, any moment
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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There are many web sites that allow people to play board or card games against other human players. These sites offer tools and opportunities for social interaction, but little is known about how people really interact on these sites. To learn more about social dynamics on game sites, we analysed three months of log files from a large site to explore three themes: permanence (whether people formed a long-term association with the site); social interaction (in terms of shared activity and verbal communication); and formation of ties (whether people made contacts with others). Our analyses showed that while the site seems very social when we consider gameplay, the population was highly transient, and people talked very little. To explain these behaviours, we suggest that games and game-based activity should be considered as a legitimate form of human interaction. Our analysis provides new information and new ways of thinking about how game environments can be designed to support many kinds of sociability.