2006
DOI: 10.1007/s10606-006-9021-4
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Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds

Abstract: To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-toface interaction. In face-to-face, ordinary social activities are… Show more

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Cited by 97 publications
(51 citation statements)
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“…Braithwaite [4] explains that Blizzard has changed the focus of the game to "emphasize individual achievement rather than collaborative effort." In Vanilla WoW and in the early expansions, players participated in informal acts of fun, organized structured raid events, and created robust social communities [1,11,12,28,29,30,32,38,43]. Past research indicates that players used the game to support real-life relationships, form new, online relationships, and socialize with individuals who they might never have the chance to meet face to face.…”
Section: Discussionmentioning
confidence: 99%
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“…Braithwaite [4] explains that Blizzard has changed the focus of the game to "emphasize individual achievement rather than collaborative effort." In Vanilla WoW and in the early expansions, players participated in informal acts of fun, organized structured raid events, and created robust social communities [1,11,12,28,29,30,32,38,43]. Past research indicates that players used the game to support real-life relationships, form new, online relationships, and socialize with individuals who they might never have the chance to meet face to face.…”
Section: Discussionmentioning
confidence: 99%
“…Small software "patches" and major "expansions" have altered the play experience to varying degrees, such as reducing the difficulty in play or the time required to play [4,8,28]. While these changes have been appealing to some, they have often minimized the need to interact and collaborate with other people, making the game less social.…”
Section: Introductionmentioning
confidence: 99%
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“…In fact, the players interact with their computers not only during the playing period but also with the character controller via basic devices such as the mouse or keyboard as well as playing some online games with an opportunity for conversation via chat room. In previous researches, a relationship was also found between game chat and externalizing aggressive behavior and game addiction [7,8].…”
Section: Introductionmentioning
confidence: 86%
“…Avatars create an embodied presence for users in a space of social interaction, allowing them to communicate non-verbally through gesture and physical proximity to one another, as well as allowing others to recognize them, infer their intentions and provide accountability for their actions (Taylor, 2002;Moore et al, 2006). Furthermore, evidence suggests the rules governing these virtual interactions carry over from the real world (cf.…”
Section: Avatarsmentioning
confidence: 99%