Connections: new ways of working in the networked organization
Connections: new ways of working in the networked organization
The development of working relationships
Intellectual teamwork
Learning from Notes: organizational issues in groupware implementation
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
The work to make a network work: studying CSCW in action
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Playing Muds on the Internet
The Zephyr Help Instance: promoting ongoing activity in a CSCW system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The social-technical design circle
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Moving Practice: From Classrooms to MOO Rooms
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Network Communities: Something Old, Something New, Something Borrowed …
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
CyberSociety: Computer-Mediated Communication and Community
CyberSociety: Computer-Mediated Communication and Community
The Art of Computer Game Design
The Art of Computer Game Design
Secrets of the Mud Wizard
Virtual environments at work: ongoing use of MUDs in the workplace
WACC '99 Proceedings of the international joint conference on Work activities coordination and collaboration
Culture formation and its issues in personal agent-oriented virtual society: "PAWˆ2"
Proceedings of the 4th international conference on Collaborative virtual environments
Representing the Semantics of Virtual Spaces
IEEE MultiMedia
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
CHI '06 Extended Abstracts on Human Factors in Computing Systems
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
A model of cognitive loads in massively multiplayer online role playing games
Interacting with Computers
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
Let's Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home
Computer Supported Cooperative Work
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the seventh ACM conference on Creativity and cognition
Social regulation in an online game: uncovering the problematics of code
Proceedings of the 16th ACM international conference on Supporting group work
"I'm just here to play games": social dynamics and sociality in an online game site
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Friends FTW! friendship and competition in halo: reach
Proceedings of the 2013 conference on Computer supported cooperative work
Enhancing site-specific theatre experience with remote partners in sleep no more
Proceedings of the 2013 ACM international workshop on Immersive media experiences
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Are game and entertainment systems different than work-oriented systems?What drives the user‘s experience in a collaborative game? To answer thesequestions, we performed a participant-observation study of a combat MUD, agame similar to Dungeons and Dragons. Our interest is in how this socialworld is arranged and managed (rather than, for example, in how participantsform or display individual identities). The study explores the socialarrangements and activities that give meaning and structure to theparticipants. We found that conflict and cooperation were the dominantsocial activities on this MUD, much more so than sociability. The game‘smanagement played a critical function in maintaining and promoting theseactivities. Moreover, novelty and entertainment were important for thedesign of both the system features and the sociality itself.