| Project massive: a study of online gaming communities |
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Conference on Human Factors in Computing Systems
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CHI '04 extended abstracts on Human factors in computing systems
table of contents
Vienna, Austria
SESSION: Late breaking result papers
table of contents
Pages: 1421 - 1424
Year of Publication: 2004
ISBN:1-58113-703-6
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Downloads (6 Weeks): 55, Downloads (12 Months): 354, Citation Count: 9
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ABSTRACT
Massively Multiplayer Online Games (MMOGs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to assess MMOG players' social experiences both inside and outside of their gaming environments and the impact of these activities on their everyday lives. The focus of Project Massive has been on the persistent player groups or "guilds" that form in MMOGs. The survey has been completed online by 1836 players, who reported on their play patterns, commitment to their player organizations, and personality traits like sociability, extraversion and depression. Here we report our cross-sectional findings and describe our future longitudinal work as we track players and their guilds across the evolving landscape of the MMOG product space.
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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Mowday, R., Steers, R., and Porter, L. (1979). The Measurement of Organizational Commitment. Journal of Vocational Behavior 14, 224--247.
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Singer, J.D. & Willet, J.B. (2003). Applied Longitudinal Data Analysis: Modeling Change and Event Occurrence. New York: Oxford University Press.
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Woodcock, B.S. (2003). An Analysis of MMOG Subscription Growth - Version 6.0. at: http://pw1.netcom.com/~sirbruce/Subscriptions.html
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Yee, Nicholas. (1999-2002). The Hub: Exploring the Psychology of MMORPGs. At www.nickyee.com/hub
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CITED BY 9
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Nicolas Ducheneaut , Nicholas Yee , Eric Nickell , Robert J. Moore, "Alone together?": exploring the social dynamics of massively multiplayer online games, Proceedings of the SIGCHI conference on Human Factors in computing systems, April 22-27, 2006, Montréal, Québec, Canada
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G. Deen , M. Hammer , J. Bethencourt , I. Eiron , J. Thomas , J. H. Kaufman, Running Quake II on a grid, IBM Systems Journal, v.45 n.1, p.21-44, January 2006
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Nicolas Ducheneaut , Nicholas Yee , Eric Nickell , Robert J. Moore, 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, April 28-May 03, 2007, San Jose, California, USA
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