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HICSS
2007
IEEE
192views Biometrics» more  HICSS 2007»
14 years 1 months ago
An Online Community as a New Tribalism: The World of Warcraft
Massive, multiplayer online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new on...
Thomas W. Brignall III, Thomas L. Van Valey
CHI
2007
ACM
14 years 7 months ago
The life and death of online gaming communities: a look at guilds in world of warcraft
Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guil...
Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Ro...
CSCW
2006
ACM
13 years 10 months ago
Strangers and friends: collaborative play in world of warcraft
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...
Bonnie A. Nardi, Justin Harris
HICSS
2008
IEEE
151views Biometrics» more  HICSS 2008»
14 years 1 months ago
Venice, California and World of Warcraft: Persistence and Ephemerality in Playful Spaces
Persistent digital media extend content beyond immediate ephemeral interactions and conversations. Systems such as email, instant messaging, digital kiosks, social networking site...
Silvia Lindtner, Bonnie A. Nardi
CHI
2006
ACM
14 years 7 months ago
"Alone together?": exploring the social dynamics of massively multiplayer online games
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this p...
Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Ro...