An algorithm for drawing general undirected graphs
Information Processing Letters
The dynamics of mass interaction
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Visualization components for persistent conversations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Laws of the Web: Patterns in the Ecology of Information
The Laws of the Web: Patterns in the Ecology of Information
Project massive: a study of online gaming communities
CHI '04 Extended Abstracts on Human Factors in Computing Systems
prefuse: a toolkit for interactive information visualization
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
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Conversation Map: An Interface for Very Large-Scale Conversations
Journal of Management Information Systems
Human-Currency Interaction: learning from virtual currency use in China
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Temporal trajectories in shared interactive narratives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Views from atop the fence: neutrality in games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
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
Virtual context based services for multiplayer online games to facilitate community participation
Multimedia Tools and Applications
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
ACM SIGGRAPH ASIA 2009 Educators Program
Socialization tactics in wikipedia and their effects
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
Supporting and transforming leadership in online creative collaboration
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Mining game statistics from web services: a World of Warcraft armory case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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
Introverted elves & conscientious gnomes: the expression of personality in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
World of Warcraft as a global artifact
CHI '11 Extended Abstracts on Human Factors in Computing Systems
An analysis of social gaming networks in online and face to face bridge communities
Proceedings of the third international workshop on Large-scale system and application performance
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
A service platform for logging and analyzing mobile user behaviors
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Comparing user experience and performance in secondlife and blackboard
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
The life and death of online groups: predicting group growth and longevity
Proceedings of the fifth ACM international conference on Web search and data mining
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
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Branded with a scarlet "C": cheaters in a gaming social network
Proceedings of the 21st international conference on World Wide Web
A spatiotemporal visualization approach for the analysis of gameplay data
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
Investigating user experience in Second Life for collaborative learning
International Journal of Human-Computer Studies
10,000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers
Proceedings of the International Conference on the Foundations of Digital Games
International Journal of Web Based Communities
A tribute to Mad skill: expert amateur visuality and world of Warcraft Machinima
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The role of research leaders on the evolution of scientific communities
Proceedings of the 22nd international conference on World Wide Web companion
No country for old members: user lifecycle and linguistic change in online communities
Proceedings of the 22nd international conference on World Wide Web
Predicting group stability in online social networks
Proceedings of the 22nd international conference on World Wide Web
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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
Unveiling group characteristics in online social games: a socio-economic analysis
Proceedings of the 23rd international conference on World wide web
Team knowledge with motivation in a successful MMORPG game team: A case study
Computers & Education
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Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games' toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities.