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
Bowling alone: the collapse and revival of American community
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
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
Hiding and revealing in online poker games
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
FishPong: encouraging human-to-human interaction in informal social environments
CSCW '04 Proceedings of the 2004 ACM conference on 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
Whither or whether HCI: requirements analysis for multi-sited, multi-user cyberinfrastructures
CHI '06 Extended Abstracts on Human Factors in Computing Systems
CSC: computer supported collaborative work, learning, and play
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
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
Watching together: integrating text chat with video
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
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
Games for virtual team building
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
"Are you watching this film or what?": interruption and the juggling of cohorts
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
Body and mind: a study of avatar personalization in three virtual worlds
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
Time will tell: in-game social interactions that facilitate second language acquisition
Proceedings of the 4th International Conference on Foundations of Digital Games
Developing a media space for remote synchronous parent-child interaction
Proceedings of the 8th International Conference on Interaction Design and Children
Presenting identity in a virtual world through avatar appearances
Proceedings of Graphics Interface 2009
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
Situating Productive Play: Online Gaming Practices and Guanxi in China
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
The individual and the group in console gaming
Proceedings of the 2010 ACM conference on Computer supported cooperative work
The rogue in the lovely black dress: intimacy in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
Computer Supported Cooperative Work
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
ICTD'09 Proceedings of the 3rd international conference on Information and communication technologies and development
Games for CS education: computer-supported collaborative learning and multiplayer games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Rise of the expert amateur: DIY projects, communities, and cultures
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Psychological perspectives on social behaviors of Chinese MMORPG players
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Distributed cognition and ecological field of learning in network games
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Information Systems Research
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
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mediated parent-child contact in work-separated families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A study on interpersonal relationships for social interactive television
Proceddings of the 9th international interactive conference on Interactive television
The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming
Computers in Human Behavior
Second life as a platform for creating intelligent virtual agents
ICDHM'11 Proceedings of the Third international conference on Digital human modeling
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
Feminism asks the "Who" questions in HCI
Interacting with Computers
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
The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning
Information and Management
The effect of communication channel and visual awareness display on coordination in online tasks
Proceedings of the 2012 iConference
Highly sought after: second life continued use
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
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
Remix and play: lessons from rule variants in texas hold'em and halo 2
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Communication channels and awareness cues in collocated collaborative time-critical gaming
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
Designing online games for real-life relationships: examining QQ farm in intergenerational play
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Brothers and sisters at play: exploring game play with siblings
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
If you build it they might stay: retention mechanisms in World of Warcraft
Proceedings of the 6th International Conference on Foundations of Digital Games
The reality of friendship within immersive virtual worlds
Ethics and Information Technology
Motivating participation in social computing applications: a user modeling perspective
User Modeling and User-Adapted Interaction
Knowing, not doing: modalities of gameplay expertise in world of warcraft addons
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Virtual postcards: multimodal stories of online play
CHI '12 Extended Abstracts on Human Factors in Computing Systems
To see or not to see: a study comparing four-way avatar, video, and audio conferencing for work
Proceedings of the 17th ACM international conference on Supporting group work
Functional or social?: exploring teams in online games
Proceedings of the 2013 conference on Computer supported cooperative work
Cooperative games and their effect on group collaboration
DESRIST'13 Proceedings of the 8th international conference on Design Science at the Intersection of Physical and Virtual Design
Editing beyond articles: diversity & dynamics of teamwork in open collaborations
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
How players value their characters in world of warcraft
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
The identification of deviance and its impact on retention in a multiplayer game
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Reflections on 25 Years of Ethnography in CSCW
Computer Supported Cooperative Work
Team knowledge with motivation in a successful MMORPG game team: A case study
Computers & Education
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We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the "gold standard" of Gemeinschaft-like communities of close relations in tightknit groups. We suggest populations for whom similar games could be designed.