Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
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
Piazza: a desktop environment supporting impromptu and planned interactions
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 social life of small graphical chat spaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Visualization components for persistent conversations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Conversation and Community: Chat in a Virtual World
Conversation and Community: Chat in a Virtual World
HICSS '99 Proceedings of the Thirty-Second Annual Hawaii International Conference on System Sciences-Volume 2 - Volume 2
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
HICSS '04 Proceedings of the Proceedings of the 37th Annual Hawaii International Conference on System Sciences (HICSS'04) - Track 4 - Volume 4
Conversation Map: An Interface for Very Large-Scale Conversations
Journal of Management Information Systems
Design and evaluation challenges of serious games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Preventing bots from playing online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Temporality in Medical Work: Time also Matters
Computer Supported Cooperative Work
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding computer mediated social experience: implications for CSCL
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Re-space-ing place: "place" and "space" ten years on
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
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The work to make a home network work
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Understanding social interaction in world of warcraft
Proceedings of the international conference on Advances in computer entertainment technology
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
A Look at Tokyo Youth at Leisure: Towards the Design of New Media to Support Leisure Outings
Computer Supported Cooperative Work
What makes people experience flow? Social characteristics of online games
International Journal of Advanced Media and Communication
Exploring social interactions and attributes of casual multiplayer mobile gaming
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
A study of interaction patterns and awareness design elements in a massively multiplayer online game
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Playground games: a design strategy for supporting and understanding coordinated activity
Proceedings of the 7th ACM conference on Designing interactive systems
Hunting for fun: solitude and attentiveness in collaboration
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Blissfully productive: grouping and cooperation in world of warcraft instance runs
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Requirements analysis of presence: Insights from a RPG game
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
And the ringleaders were banned: an examination of protest in virtual worlds
Proceedings of the fourth international conference on Communities and technologies
Social network analysis in virtual environments
Proceedings of the 20th ACM conference on Hypertext and hypermedia
Exploring user experiences as predictors of MMORPG addiction
Computers & Education
ISA '09 Proceedings of the 3rd International Conference and Workshops on Advances in Information Security and Assurance
Unpacking the television: User practices around a changing technology
ACM Transactions on Computer-Human Interaction (TOCHI)
A Review of Humor for Computer Games: Play, Laugh and More
Simulation and Gaming
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Video game technologies and virtual design: a study of virtual design teams in a metaverse
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work
Characterizing large-scale use of a direct manipulation application in the wild
Proceedings of Graphics Interface 2010
ACE'10 Proceedings of the 9th WSEAS international conference on Applications of computer engineering
Social awareness: the power of digital elements in collaborative environment
WSEAS Transactions on Computers
Cross-modal compensation between name and visual aspect in socially active avatars
Computers in Human Behavior
Action prediction of opponents in MMORPG using data stream mining approach with heuristic motions
ISTASC'10 Proceedings of the 10th WSEAS international conference on Systems theory and scientific computation
Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game
Simulation and Gaming
Sociable killers: understanding social relationships in an online first-person shooter game
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The influence of social experience in online games
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
What we have here is a failure of companionship: communication in goal-oriented team-mate games
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Socially relevant simulation games: a design study
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Social interaction regulation in virtual web environments using the Social Theatres model
Journal of Network and Computer Applications
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Design implications of social interaction in online games
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Detection of auto programs for MMORPGs
AI'05 Proceedings of the 18th Australian Joint conference on Advances in Artificial Intelligence
Electronic Commerce Research and Applications
Come meet me at Ulduar: progression raiding in world of warcraft
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Plot clusters – intertwined and re-playable storyline components in a multiplayer RPG
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Communication in multi-player role playing games – the effect of medium
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Naming virtual identities: patterns and inspirations for character names in world of warcraft
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
An optimized player taxonomy model for mobile MMORPGs with millions of users
Advances in Human-Computer Interaction
PLATO: a coordination framework for designers of multi-player real-time digital games
Proceedings of the International Conference on the Foundations of Digital Games
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Proceedings of the 1st Conference of the Extreme Science and Engineering Discovery Environment: Bridging from the eXtreme to the campus and beyond
Enhancing collaboration in tabletop board game
Proceedings of the 10th asia pacific conference on Computer human interaction
The influence of cooperative game design patterns for remote play on player experience
Proceedings of the 10th asia pacific conference on Computer human interaction
World of Golf: a socially relevant simulation game
Proceedings of the 4th International Conference on Fun and Games
The effect of closely-coupled interaction on player experience in casual games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Computer Gaming Scenarios for Product Development Teams
International Journal of Gaming and Computer-Mediated Simulations
From the outside in: Consumer anti-choice and policy implications in the mobile gaming market
Telecommunications Policy
A pervasive game to promote social offline interaction
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Unveiling group characteristics in online social games: a socio-economic analysis
Proceedings of the 23rd international conference on World wide web
Proceedings of the 23rd international conference on World wide web
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Playing computer games has become a social experience. Hundreds of thousands of players interact in massively multiplayer online games (MMORPGs), a recent and successful genre descending from the pioneering multi-user dungeons (MUDs). These new games are purposefully designed to encourage interactions among players, but little is known about the nature and structure of these interactions. In this paper, we analyze player-to-player interactions in two locations in the game Star Wars Galaxies. We outline different patterns of interactivity, and discuss how they are affected by the structure of the game. We conclude with a series of recommendations for the design and support of social activities within multiplayer games.