Publication | Closed Access
Strangers and friends
413
Citations
26
References
2006
Year
Unknown Venue
Tightknit GroupsEngineeringOnline GamingCommunicationCollaborative PlaySocial GameComputational Social ScienceOnline CommunityGame DesignGame StudyGamesSocial SoftwareSocial WebCultureInterpersonal CommunicationSocial ComputingInterpersonal RelationshipsHuman-computer InteractionVirtual CommunityArtsOnline Video GamePlayer Experience
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the gold standard of Gemeinschaft-like communities of close relations in tightknit groups. We suggest populations for whom similar games could be designed.
| Year | Citations | |
|---|---|---|
Page 1
Page 1