Publication | Closed Access
"Alone together?"
751
Citations
14
References
2006
Year
Unknown Venue
Online GamingSocial InfluenceCommunicationSocial SciencesComputational Social ScienceSocial MediaGame DesignSocial Network AnalysisMultiplayer Online GamesOnline GamesLargest MmogsGame AnalyticsGamesGaming CommunitiesSocial ComputingSociologyVirtual CommunityArtsPlayer ExperienceAttract Millions
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.
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