“…For example, research related to players' motivations (Yee et al, 2012), characters' value (Livingstone et al, 2014, learning (Nardi et al, 2007), virtual currencies (Debeauvais et al, 2012), personality (Yee et al, 2011), characters' names (Thurau & Drachen, 2011), transgressive play (Sundén, 2009) and demographics (Yee, 2006) have been conducted during the years. As the social dimension is essential in experiencing the game's potentialities, a number of investigations have explored the players' experience of intimacy (Pace et al, 2010), the factors that could explain the success or failure of a guild (Ducheneaut et al, 2007), leadership styles (Prax, 2010) and player behaviors (Bardzell et al, 2012) within raids, collaborative play and friendship among players (Nardi & Harris, 2006), how playing WoW enhance real-life social relationships (Snodgrass et al, 2011) and the constant negotiations between players and Blizzard on control, agency and ownership over the game (Glas, 2013). Several studies of WoW (e.g.…”