http://portal.
And I always thought understanding WoW was simply- Don't act like a Noob (when you aren't one), Griefer, Ninja Power-Leveler, XP-pimp, or an Exploiter but I guess there is more.
Alastyr
What is also funny is that it seems to be written by a Chinese guy....China the home of MMORPGF (Massive Multiplayer Online Roll Playing Gold Farmers)!
Understanding social interaction in world of warcraft
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ACM International Conference Proceeding Series; Vol. 203 archive
Proceedings of the international conference on Advances in computer entertainment technology table of contents
Salzburg, Austria
SESSION: Mobile and social games table of contentsFull text Pdf (269 KB)
Source
ACM International Conference Proceeding Series; Vol. 203 archive
Proceedings of the international conference on Advances in computer entertainment technology table of contents
Salzburg, Austria
Pages: 21 - 24
Year of Publication: 2007
ISBN:978-1-59593-
Authors
Vivian Hsueh-hua Chen Nanyang Technological University, Singapore, Singapore
Henry Been-Lirn Duh Nanyang Technological University, Singapore, Singapore
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM New York, NY, USA
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ABSTRACT
Research has argued that social interaction is a primary driving force for gamers to continue to play Massive Multiple Online Role Playing Games (MMORPGs). However, one recent study argues that gamers don't really socialize with other players but play alone. Part of the confusion over whether players socialize much and/or enjoy socializing while playing MMORPGs may be due to the lack of a conceptual framework that adequately articulates what is meant by 'social interaction in MMORPGs to understand how users experience interactions within the game. This study utilized ethnography to map out social interaction within the game World of Warcraft. It provides a broad framework of the factors affecting social interaction. The framework developed can be further verified and modified for future research.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 4
Victoria McArthur, World of Warcraft as a ludic cyborg, Proceedings of the 2008 Conference on Future Play: Research, Play, Share, November 03-05, 2008, Toronto, Ontario, Canada
Vivian Hsueh-hua Chen , Henry Been-Lirn Duh , Hong Renyi, The changing dynamic of social interaction in World of Warcraft: the impacts of game feature change, Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, December 03-05, 2008, Yokohama, Japan
Pin-Yun Tarng , Kuan-Ta Chen , Polly Huang, An analysis of WoW players' game hours, Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, October 21-22, 2008, Worcester, Massachusetts
May-li Seah , Paul Cairns, From immersion to addiction in videogames, Proceedings of the 22nd British HCI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, September 01-05, 2008, Liverpool, United Kingdom
INDEX TERMS
Primary Classification:
K. Computing Milieux
K.8 PERSONAL COMPUTING
K.8.0 General
Subjects: Games
General Terms:
Human Factors, Languages, Theory
Keywords:
MMORPG, social computing, social interaction
Collaborative Colleagues:
Vivian Hsueh-hua Chen: colleagues
Henry Been-Lirn Duh: colleagues
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