2009
DOI: 10.1007/978-1-84882-825-4_17
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Changing the Rules: Social Architectures in Virtual Worlds

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Cited by 7 publications
(4 citation statements)
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“…Chen argues that such a disastrous, collective consequence forces better collaboration and learning. Nick Yee has also made similar observations about the severe death penalty found in early versions of Everquest [26]. While the individual experience of death in recent games has been consistently inconsequential, we begin to see here the possibilities for the death mechanic to impact player experience in the social dimension.…”
Section: Prior Workmentioning
confidence: 66%
“…Chen argues that such a disastrous, collective consequence forces better collaboration and learning. Nick Yee has also made similar observations about the severe death penalty found in early versions of Everquest [26]. While the individual experience of death in recent games has been consistently inconsequential, we begin to see here the possibilities for the death mechanic to impact player experience in the social dimension.…”
Section: Prior Workmentioning
confidence: 66%
“…Stokes (2012) observes that online social networks provide ample opportunities to manage impressions of the constructed self by others, persisting even after death. Researchers have also studied how social interactions in virtual worlds may shape personality, values and beliefs (Yee 2009) and the implications of virtual social networks as channels of information and emotional support (Hercheui 2011). While researchers have studied many online mutual help groups for individuals struggling with substance abuse, disability, suicidality, and mental disorders such as depression, obsessive-compulsive disorder, and attention deficit disorder as online versions of traditional support groups (Tichon and Shapiro 2003), the combination of online identity construction, community seeking and perpetration of active harm remains under-researched (Lawlor and Kirakowski 2017;Lanigan 2019).…”
Section: "The Kindness Of Strangers:" Shift In Focus From Medical Aud...mentioning
confidence: 99%
“…However, the coding of this type of activity lumps digital game playing into the same category with such varied pursuits as "playing cards," "working jigsaw puzzles," and "spinning dreidels" (US Bureau of Labor Statistics, 2004). Examples of the latter come from Nick Yee's Daedalus Project (Yee, 2004) and the PlayOn research group (Yee, 2006). Yee's research has produced rich and detailed data on how much time people spend playing Massively Multiplayer Online Role Playing Games (a.k.a.…”
Section: Lack Of Contextual Data On Game Consumptionmentioning
confidence: 99%