Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
The emergence of on-line community
Cybersociety 2.0
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Online Communities: Designing Usability and Supporting Socialbilty
Online Communities: Designing Usability and Supporting Socialbilty
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
The Rise of the Network Society
The Rise of the Network Society
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
The Metaphysics of Virtual Reality
The Metaphysics of Virtual Reality
Becoming Virtual: Reality in the Digital Age
Becoming Virtual: Reality in the Digital Age
Communities in Cyberspace
Cultivating Communities of Practice: A Guide to Managing Knowledge
Cultivating Communities of Practice: A Guide to Managing Knowledge
The Social Life of Information
The Social Life of Information
Smart Mobs: The Next Social Revolution
Smart Mobs: The Next Social Revolution
Synthesizing experiences: lessons to be learned from internet-mediated simulation games
Simulation and Gaming - Special issue: Simulation & gaming
Going Virtual: Distributed Communities in Practice
Going Virtual: Distributed Communities in Practice
Making information cities livable
Communications of the ACM - Information cities
Communities of practice and organizational performance
IBM Systems Journal
Digital Game-Based Learning
IT takes a village: Virtual communities in support of education
International Journal of Information Management: The Journal for Information Professionals
A model of cognitive loads in massively multiplayer online role playing games
Interacting with Computers
Cooperation and competition dynamics in an online game community
OCSC'07 Proceedings of the 2nd international conference on Online communities and social computing
MMORPGS and cognitive performance: A study with 1280 Brazilian high school students
Computers in Human Behavior
Managing invisible users in interactive networked collaborative environment
CIT'11 Proceedings of the 5th WSEAS international conference on Communications and information technology
The application of digital game-based learning to idioms education acceptance
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Hi-index | 0.00 |
This paper discusses virtual communities' formation and skill development through the process of participation in collective practices in on-line role-playing game environments. The study that follows is mainly based on the participant observation of players acting in two popular Massively Multiplayer Online Role Playing Games. Data have been collected through participation and observation of players and their unfolding practices in forming and maintaining such communities. The objective was to document these practices and to study virtual game environments in order to understand learning opportunities within and among these communities, and to identify design elements of the game that cultivate community building. The primary unit of analysis is the in-game communities known as 'guilds'. Research findings indicate that in such multicultural and anonymous environments, many learning processes are evolving that affect both players' understanding of the game's state, and their social interaction and communication skills.