"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
IBM Systems Journal
Project massive: self-regulation and problematic use of online gaming
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
My guild, my people: role of guilds in massively multiplayer online games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Virtual Environments with Content Sharing
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
And the ringleaders were banned: an examination of protest in virtual worlds
Proceedings of the fourth international conference on Communities and technologies
How much do you tell?: information disclosure behaviour indifferent types of online communities
Proceedings of the fourth international conference on Communities and technologies
Exploring user experiences as predictors of MMORPG addiction
Computers & Education
A survey of students' computer game playing habits
Advanced Technology for Learning
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
Inferring personality of online gamers by fusing multiple-view predictions
UMAP'12 Proceedings of the 20th international conference on User Modeling, Adaptation, and Personalization
Journal of Database Management
Unveiling group characteristics in online social games: a socio-economic analysis
Proceedings of the 23rd international conference on World wide web
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Massively Multiplayer Online Games (MMOGs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to assess MMOG players' social experiences both inside and outside of their gaming environments and the impact of these activities on their everyday lives. The focus of Project Massive has been on the persistent player groups or "guilds" that form in MMOGs. The survey has been completed online by 1836 players, who reported on their play patterns, commitment to their player organizations, and personality traits like sociability, extraversion and depression. Here we report our cross-sectional findings and describe our future longitudinal work as we track players and their guilds across the evolving landscape of the MMOG product space.