Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2007
DOI: 10.1145/1240624.1240750
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The life and death of online gaming communities

Abstract: Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games' toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft… Show more

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Cited by 231 publications
(196 citation statements)
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References 23 publications
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“…Thus, understanding the characteristics of online match-based games may lead not only to improving current online game organization and architecture, but also, as player demands naturally become more sophisticated, in designing a new generation of match-based MMVEs, for example, for training purposes. Although a rich body of online gaming knowledge already exists, specifically about player behavior [1], [2], network traffic [3], [4], and meta-gaming activity [5], [6], few previous studies [7], [8] have focused on match-based games. Complementing these studies, we present in this work an analysis of the workload, competition, and player evolution in match-based online games.…”
Section: Introductionmentioning
confidence: 99%
“…Thus, understanding the characteristics of online match-based games may lead not only to improving current online game organization and architecture, but also, as player demands naturally become more sophisticated, in designing a new generation of match-based MMVEs, for example, for training purposes. Although a rich body of online gaming knowledge already exists, specifically about player behavior [1], [2], network traffic [3], [4], and meta-gaming activity [5], [6], few previous studies [7], [8] have focused on match-based games. Complementing these studies, we present in this work an analysis of the workload, competition, and player evolution in match-based online games.…”
Section: Introductionmentioning
confidence: 99%
“…Our goal was to examine the ways in which instrumentalism and sentiment come together in guanxi networks that are developed and/or maintained through online gaming practices in China, and not how guanxi practices we observed in and around online gaming in China might be similar or different from social capital in online games in the U.S. Emotional aspects of the material and instrumental exchanges that come together in guanxi are not easily visible to outside observers, and the combination of instrumentalism and sentiment thus often appears contradictory [6] and leads to associations with corruption and bribing. We have thus refrained from a direct comparison between the "here" and "there" and rather focused on the practical contingencies of entertainment and its situated uses in the cultural context of urban China.…”
Section: Guanximentioning
confidence: 77%
“…First, we wish to highlight that the work presented here acknowledges Chinese cultural particularities in relation to online gaming practices, while refraining from describing these practices as intrinsically Chinese [6,10]. Our goal was to examine the ways in which instrumentalism and sentiment come together in guanxi networks that are developed and/or maintained through online gaming practices in China, and not how guanxi practices we observed in and around online gaming in China might be similar or different from social capital in online games in the U.S.…”
Section: Guanximentioning
confidence: 99%
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“…Groups often face difficulties in cooperation because of the different time-constraints of the various players. This makes groups or guilds in MMOGs very fragile [5]. Relationships between people communicating via the Internet are often described as weak and shallow.…”
Section: Related Workmentioning
confidence: 99%