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
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
World of Warcraft as a ludic cyborg
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
The changing dynamic of social interaction in World of Warcraft: the impacts of game feature change
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
An analysis of WoW players' game hours
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
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
The effects of virtual characters on audiences' movie experience
Interacting with Computers
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
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
Interactivity in massively multiplayer online games: a concept explication
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
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Research has argued that social interaction is a primary driving force for gamers to continue to play Massive Multiple Online Role Playing Games (MMORPGs). However, one recent study argues that gamers don't really socialize with other players but play alone. Part of the confusion over whether players socialize much and/or enjoy socializing while playing MMORPGs may be due to the lack of a conceptual framework that adequately articulates what is meant by 'social interaction in MMORPGs to understand how users experience interactions within the game. This study utilized ethnography to map out social interaction within the game World of Warcraft. It provides a broad framework of the factors affecting social interaction. The framework developed can be further verified and modified for future research.