The DOI matches its Crossref record; 20 of the 20 references it cites were found in a registry or an index.
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
Abstract
Playing computer games has become a social experience. Hundreds of thousands of players interact in massively multiplayer online games (MMORPGs), a recent and successful genre descending from the pioneering multi-user dungeons (MUDs). These new games are purposefully designed to encourage interactions among players, but little is known about the nature and structure of these interactions. In this paper, we analyze player-to-player interactions in two locations in the game Star Wars Galaxies. We outline different patterns of interactivity, and discuss how they are affected by the structure of the game. We conclude with a series of recommendations for the design and support of social activities within multiplayer games.
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Citations
Cites
The Virtual Community: Homesteading on the Electronic Frontier
Rheingold, H. (1994) · Cited by 5,645
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Dourish, P., & Bellotti, V. (1992) · Proceedings of the 1992 ACM conference on Computer-supported cooperative work - CSCW '92 · doi:10.1145/143457.143468 · Cited by 2,550 · cited 1×
“Awareness is defined as “the knowledge of the presence of other people, including their interactions and other activities” [6].”
BackgroundThe Virtual Community: Homesteading on the Electronic Frontier
Rheingold, H. (2000) · The MIT Press eBooks · doi:10.7551/mitpress/7105.001.0001 · Cited by 2,105
Hine, C. (2000) · SAGE Publications Ltd eBooks · doi:10.4135/9780857020277 · Cited by 2,062
Re-place-ing space: the roles of place and space in collaborative systems
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Curtis, P. (1997) · Cited by 440
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Visualization components for persistent conversations
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Cited by
"Alone together?": exploring the social dynamics of massively multiplayer online games
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/1124772.1124834 · Cited by 758
Self-citationThe Ideal Elf: Identity Exploration in World of Warcraft
Bessière, K., Seay, A. F., & Kiesler, S. (2007) · CyberPsychology & Behavior · doi:10.1089/cpb.2007.9994 · Cited by 620
Understanding Online Gaming Addiction and Treatment Issues for Adolescents
Young, K. (2009) · The American Journal of Family Therapy · doi:10.1080/01926180902942191 · Cited by 461
Re-space-ing place: "place" and "space" ten years on
Dourish, P. (2006) · Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work · doi:10.1145/1180875.1180921 · Cited by 458
Strangers and friends: collaborative play in world of warcraft
Nardi, B., & Harris, J. (2006) · Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work · doi:10.1145/1180875.1180898 · Cited by 416
Metadata
- Authors
- Ducheneaut, N., & Moore, R. J.
- Venue
- Proceedings of the 2004 ACM conference on Computer supported cooperative work
- Publisher
- ACM
- Published
- 2004-11-06
- Pages
- 360-369
- OpenAlex
- W2080422783
- Cited by
- 353
- References
- 20
- FWCI
- 21.59
- Type
- conference paper
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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