2008
DOI: 10.1089/cpb.2007.0066
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Player Guild Dynamics and Evolution in Massively Multiplayer Online Games

Abstract: In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game p… Show more

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Cited by 86 publications
(48 citation statements)
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“…Some of the areas of investigation have included gamer demographics (e.g. Griffiths, et al, 2003;2004;, online gaming addiction (e.g., Hussain, Griffiths & Baguley, 2012;Spekman, et al, 2013), within-game group formation (e.g., Chen, Sun, & Hsieh, 2008;Ducheneaut, Yee, Nickell, & Moore, 2006;Odrowska & Massar, 2014), and within-game social interaction (e.g., Cole & Griffiths, 2007;Hussain & Griffiths, 2008).…”
Section: Addictive Behaviours Are Often Experienced Subjectively As 'mentioning
confidence: 99%
“…Some of the areas of investigation have included gamer demographics (e.g. Griffiths, et al, 2003;2004;, online gaming addiction (e.g., Hussain, Griffiths & Baguley, 2012;Spekman, et al, 2013), within-game group formation (e.g., Chen, Sun, & Hsieh, 2008;Ducheneaut, Yee, Nickell, & Moore, 2006;Odrowska & Massar, 2014), and within-game social interaction (e.g., Cole & Griffiths, 2007;Hussain & Griffiths, 2008).…”
Section: Addictive Behaviours Are Often Experienced Subjectively As 'mentioning
confidence: 99%
“…Thus, players in a game where death has consequences will have an aversion to death, but a surprisingly large number of players will enjoy killing others, not because they are necessarily psychopaths or serial killers in real life, but because the consequences and costs of killing someone in a virtual world are not the same as the real world. Another example from World of Warcraft includes guild dynamics and life cycles, which Chen et al (2008) describe as an intersection of game design and player motivations -the game designer's focus on raiding features had an impact on guild ecology leading to large, mismanaged groups that cause instability in the player environment. In response to this unexpected user behavior, the designers created opportunities for smaller groups that align more closely with observed in-game guild dynamics.…”
Section: A Framework For Understanding Social Behavior In Virtual Worldsmentioning
confidence: 99%
“…Finally, division of labour is hierarchical structure of activities among actors in accumulation and transmission of knowledge. Online game guilds have a hierarchical leadership structure that enables players to complete missions in groups (Chen et al, 2008;Jang and Ryu, 2010). …”
Section: Teaching-methods-activity-fit Frameworkmentioning
confidence: 99%