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» Project massive: a study of online gaming communities
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CHI
2011
ACM
12 years 11 months ago
Computers can't give credit: how automatic attribution falls short in an online remixing community
In this paper, we explore the role that attribution plays in shaping user reactions to content reuse, or remixing, in a large user-generated content community. We present two stud...
Andrés Monroy-Hernández, Benjamin Ma...
CANDC
2009
ACM
13 years 5 months ago
A tale of two online communities: fostering collaboration and creativity in scientists and children
There has been much recent interest in the development of tools to foster remote collaboration and shared creative work. An open question is: what are the guidelines for this proc...
Cecilia R. Aragon, Sarah S. Poon, Andrés Mo...
CSCW
2006
ACM
13 years 11 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
OSS
2007
Springer
14 years 2 months ago
Using Repository of Repositories (RoRs) to Study the Growth of F/OSS Projects: A Meta-Analysis Research Approach
Free/Open Source Software (F/OSS) repositories contain valuable data and their usefulness in studying software development and community activities continues to attract a lot of re...
Sulayman K. Sowe, Lefteris Angelis, Ioannis Stamel...
CSE
2009
IEEE
14 years 2 months ago
Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGs
Abstract—Gold farming refers to the illicit practice of gathering and selling virtual goods in online games for real money. Although around one million gold farmers engage in gol...
Muhammad Aurangzeb Ahmad, Brian Keegan, Jaideep Sr...