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"Alone together?": exploring the social dynamics of massively multiplayer online games
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Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human Factors in computing systems table of contents
Montréal, Québec, Canada
SESSION: Games and performances table of contents
Pages: 407 - 416  
Year of Publication: 2006
ISBN:1-59593-372-7
Authors
Nicolas Ducheneaut  Palo Alto Research Center, Palo Alto, CA
Nicholas Yee  Stanford University, Stanford, CA
Eric Nickell  Palo Alto Research Center, Palo Alto, CA
Robert J. Moore  Palo Alto Research Center, Palo Alto, CA
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

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.


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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CITED BY  33

Collaborative Colleagues:
Nicolas Ducheneaut: colleagues
Nicholas Yee: colleagues
Eric Nickell: colleagues
Robert J. Moore: colleagues