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My guild, my people: role of guilds in massively multiplayer online games
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Source ACM International Conference Proceeding Series; Vol. 305 archive
Proceedings of the 4th Australasian conference on Interactive entertainment table of contents
Melbourne, Australia
Article No. 20  
Year of Publication: 2007
ISBN:978-1-921166-87-7
Author
Yusuf Pisan  University of Technology, Sydney
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGART: ACM Special Interest Group on Artificial Intelligence
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGWEB: ACM Special Interest Group on Hypertext, Hypermedia, and Web
Publisher
RMIT University  Melbourne, Australia, Australia
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ABSTRACT

Massively Multiplayer Online Games continue to grow and attract more users. The social aspect of MMOs differentiates them from single person games, increase user loyalty and often result in users spending increasing amounts of time in these virtual environments. We examine World of Warcraft guilds and identify three components of group identity: affective, behavioral and cognitive components. We present the results of our online survey indicating that the affective component, users liking each other and enjoying their interaction with each other is the strongest component of group identity. The result is significant in understanding user behavior and loyalty in MMOs.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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