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Project massive: a study of online gaming communities
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Source Conference on Human Factors in Computing Systems archive
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
Authors
A. Fleming Seay  Carnegie Mellon University, Pittsburgh, PA
William J. Jerome  Carnegie Mellon University, Pittsburgh, PA
Kevin Sang Lee  Carnegie Mellon University, Pittsburgh, PA
Robert E. Kraut  Carnegie Mellon University, Pittsburgh, PA
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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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.

 
1
Mowday, R., Steers, R., and Porter, L. (1979). The Measurement of Organizational Commitment. Journal of Vocational Behavior 14, 224--247.
 
2
Singer, J.D. & Willet, J.B. (2003). Applied Longitudinal Data Analysis: Modeling Change and Event Occurrence. New York: Oxford University Press.
 
3
Woodcock, B.S. (2003). An Analysis of MMOG Subscription Growth - Version 6.0. at: http://pw1.netcom.com/~sirbruce/Subscriptions.html
 
4
Yee, Nicholas. (1999-2002). The Hub: Exploring the Psychology of MMORPGs. At www.nickyee.com/hub

CITED BY  9

Collaborative Colleagues:
A. Fleming Seay: colleagues
William J. Jerome: colleagues
Kevin Sang Lee: colleagues
Robert E. Kraut: colleagues