Project massive: a study of online gaming communities
CHI '04 Extended Abstracts 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
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Community-based game design: experiments on social games for commonsense data collection
Proceedings of the ACM SIGKDD Workshop on Human Computation
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A qualitative study of Ragnarök Online private servers: in-game sociological issues
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Hardcore gamers and casual gamers playing online together
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers
Proceedings of the International Conference on the Foundations of Digital Games
Encouraging user behaviour with achievements: an empirical study
Proceedings of the 10th Working Conference on Mining Software Repositories
A large-scale, longitudinal study of user profiles in world of warcraft
Proceedings of the 22nd international conference on World Wide Web companion
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We analyze mechanisms of player retention and commitment in massively multiplayer online games. Our ground assumptions on player retention are based on a marketing model of customer retention and commitment. To measure the influence of gameplay, in-game sociality, and real-life status on player commitment, we use the following metrics: weekly play time, stop rate and number of years respondents have been playing the game. The cross-cultural sample is composed of 2865 World of Warcraft players from North-America, Europe, Taiwan, and Hong-Kong who completed an online questionnaire. We differentiate players in terms of demographic categories including age, region, gender and marital status.