International Handbook of Internet Research 2009
DOI: 10.1007/978-1-4020-9789-8_24
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Strangers and Friends: Collaborative Play in World of Warcraft

Abstract: 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. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of… Show more

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Cited by 154 publications
(239 citation statements)
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“…In the consumer sector, participation in synthetic worlds such as Second Life and World of Warcraft is estimated in the tens of millions (Hof, 2006;Nardi and Harris, 2006), while synthetic worlds are also emerging as interesting sites of experimentation among scientists, educators, and software teams (Bainbridge, 2007;Hut, 2008;Moore and Jackson, 2008;Schultze et al, 2008). In organizations, a number of dedicated synthetic worlds -such as Project Wonderland (from Sun Microsystems), ProtoSphere (from ProtonMedia), Olive (from Forterra Systems), and Qwaq (from Qwaq) -are being deployed within organizations for the purposes of supporting distributed collaboration, project management, and online learning and simulation.…”
Section: Nicole Enters the Project Wonderland Team Room And Sees Jon mentioning
confidence: 99%
“…In the consumer sector, participation in synthetic worlds such as Second Life and World of Warcraft is estimated in the tens of millions (Hof, 2006;Nardi and Harris, 2006), while synthetic worlds are also emerging as interesting sites of experimentation among scientists, educators, and software teams (Bainbridge, 2007;Hut, 2008;Moore and Jackson, 2008;Schultze et al, 2008). In organizations, a number of dedicated synthetic worlds -such as Project Wonderland (from Sun Microsystems), ProtoSphere (from ProtonMedia), Olive (from Forterra Systems), and Qwaq (from Qwaq) -are being deployed within organizations for the purposes of supporting distributed collaboration, project management, and online learning and simulation.…”
Section: Nicole Enters the Project Wonderland Team Room And Sees Jon mentioning
confidence: 99%
“…However, if the game is complex enough, it has many rules and some players may choose to follow mostly some of the rules, while not violating the others. For example, in a massive multiplayer game, like World of Warcraft (WoW) players can choose different roles and follow different goals and rules (Nardi and Harris 2006). Similarly, there may be several incentive mechanisms embedded in a community, e.g.…”
Section: Combining Different Incentive Mechanisms In One Systemmentioning
confidence: 99%
“…However, even though the practice of playing with ''RL'' friends and family as well as strangers is well documented (Nardi & Harris, 2006;Williams et al, 2006), its effect on health has not been systematically tested. As argued previously, social relationships created and strengthened in online games can insulate individuals from health disruptions resulting from stressful life events.…”
Section: Coplaying Patternsmentioning
confidence: 99%