Bowling alone: the collapse and revival of American community
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Visualization components for persistent conversations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
CSCW at play: 'there' as a collaborative virtual environment
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
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
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Assessing differential usage of usenet social accounting meta-data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
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
Exploring social dynamics in online media sharing
Proceedings of the 16th international conference on World Wide Web
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
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Future Play '07 Proceedings of the 2007 conference on Future Play
Human-Currency Interaction: learning from virtual currency use in China
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer Supported Cooperative Work
My guild, my people: role of guilds in massively multiplayer online games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
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
RA-model: a taxonomy model of player activities in mobile MMORPGs
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
Views from atop the fence: neutrality in games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Characterizing Massively Multiplayer Online Games as Multi-Agent Systems
HAIS '08 Proceedings of the 3rd international workshop on Hybrid Artificial Intelligence 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
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
World of Warcraft as a ludic cyborg
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
BragFish: exploring physical and social interaction in co-located handheld augmented reality games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Dragon kill points: loot distribution in MMORPGs
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Capturing and sharing memories in a virtual world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Usability, playability, and long-term engagement in computer games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
From immersion to addiction in videogames
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Time will tell: in-game social interactions that facilitate second language acquisition
Proceedings of the 4th International Conference on Foundations of Digital Games
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Exploring user experiences as predictors of MMORPG addiction
Computers & Education
The spellbound ones: illuminating everyday collaborative gaming practices in a MMORPG
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
Interactive Game Based Learning: Advantages and Disadvantages
UAHCI '09 Proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction. Part III: Applications and Services
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
A Review of Humor for Computer Games: Play, Laugh and More
Simulation and Gaming
The impact of virtual teamwork on real-world collaboration
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Bridging Media with the Help of Players
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Street fighter IV: braggadocio off and on-line
Proceedings of the 2010 ACM conference on Computer supported cooperative work
The individual and the group in console gaming
Proceedings of the 2010 ACM conference on Computer supported cooperative work
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Was Vygotsky right? evaluating learning effects of social interaction in children internet games
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
LunarVis - analytic visualizations of large graphs
GD'07 Proceedings of the 15th international conference on Graph drawing
A qualitative study of Ragnarök Online private servers: in-game sociological issues
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Capturing and storing profile information for gamers playing multiplayer online games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Expert Systems with Applications: An International Journal
The ethics of video games: Mayhem, death, and the training of the next generation
Information Systems Frontiers
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
Designing games for everyone: the expanded game experience model
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Enhancing one life rather than living two: Playing MMOs with offline friends
Computers in Human Behavior
Sociable killers: understanding social relationships in an online first-person shooter game
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Starcraft from the stands: understanding the game spectator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for the user experience of sociability in massively multiplayer online games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Building quests for online games with virtual institutions
Agents for games and simulations II
The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming
Computers in Human Behavior
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Exploring the value of purchasing online game items
Computers in Human Behavior
Ding! world of Warcraft well played, well researched
Well played 3.0
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
ACM SIGGRAPH 2011 Game Papers
Proceedings of the 7th International Symposium on Wikis and Open Collaboration
Online games and family ties: influences of social networking game on family relationship
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Does "Virtually being there" help? comparing collaborative work between 3D and 2D conditions
CRIWG'11 Proceedings of the 17th international conference on Collaboration and technology
Analysis of multiplayer platform users activity based on the virtual and real time dimension
SocInfo'11 Proceedings of the Third international conference on Social informatics
PingPong++: community customization in games and entertainment
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Plugged in to the community: social motivators in online goal-setting groups
Proceedings of the 5th International Conference on Communities and Technologies
Spatial proximity to others determines how humans inhabit virtual worlds
Computers in Human Behavior
The immersive impact of meta-media in a virtual world
Computers in Human Behavior
Exploring the character of participation in social media: the case of Google Image Labeler
Proceedings of the 2012 iConference
Electronic Commerce Research and Applications
"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
Infrastructural experiences: an empirical study of an online arcade game platform in China
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Metaphors for social relationships in 3d virtual worlds
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Come meet me at Ulduar: progression raiding in world of warcraft
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
A new look at World of Warcraft's social landscape
Proceedings of the 6th International Conference on Foundations of Digital Games
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
Howdy pardner!: on free-to-play, sociability and rhythm design in FrontierVille
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Through the azerothian looking glass: mapping in-game preferences to real world demographics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An optimized player taxonomy model for mobile MMORPGs with millions of users
Advances in Human-Computer Interaction
Virtual postcards: multimodal stories of online play
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Massively multiplayer online games developed with agents
Transactions on Edutainment VII
Ladies of Warcraft: changing perceptions of women and technology through productive play
Proceedings of the International Conference on the Foundations of Digital Games
Virtual spectating: hearing beyond the video arcade
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Living in the Hutt Space: Immersive process in the Star Wars Role-Play community of Second Life
Computers in Human Behavior
Virtual consumption: using player types to explore virtual consumer behavior
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
A serious game model for cultural heritage
Journal on Computing and Cultural Heritage (JOCCH)
"Friendly, don't shoot!": how communication design can enable novel social interactions
Proceedings of the 24th Australian Computer-Human Interaction Conference
Humor patterns: teasing, fun and mirth
Proceedings of the First Workshop on Design Patterns in Games
Functional or social?: exploring teams in online games
Proceedings of the 2013 conference on Computer supported cooperative work
Gender Differences in E-Learning: Communication, Social Presence, and Learning Outcomes
Journal of Organizational and End User Computing
Designing and evaluating sociability in online video games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Gender swapping and user behaviors in online social games
Proceedings of the 22nd international conference on World Wide Web
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Design strategies for youth-focused pervasive social health games
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
My avatar is pregnant! Representation of pregnancy, birth, and maternity in a virtual world
Computers in Human Behavior
Social Network Games: Players' Perspectives
Simulation and Gaming
Team knowledge with motivation in a successful MMORPG game team: A case study
Computers & Education
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Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces.