The DOI matches its Crossref record; 31 of the 31 references it cites were found in a registry or an index.
Strangers and friends: collaborative play in world of warcraft
Abstract
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.
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Cited by
The sociomateriality of organisational life: considering technology in management research
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The life and death of online gaming communities: a look at guilds in world of warcraft
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Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs
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Metadata
- Authors
- Nardi, B., & Harris, J.
- Venue
- Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
- Publisher
- ACM
- Published
- 2006-11-04
- Pages
- 149-158
- OpenAlex
- W1983688148
- Cited by
- 416
- References
- 31
- FWCI
- 67.00
- 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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