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The changing dynamic of social interaction in World of Warcraft: the impacts of game feature change

Published: 03 December 2008 Publication History

Abstract

This study examines how changes in game features through patches and expansions can affect the social interaction within massively multiplayer games. Since patches and expansions are now commonplace within massively multiplayer games, understanding of the relationship would enable better production of social capital. In-depth interviews uncovered that the recent changes to the World of Warcraft affect in-game social interaction in 3 aspects. The areas of social interaction affected included interpersonal relationships, community size and social alienation. The discussions highlight how these findings can advance models of social interaction within MMOs.

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  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2022)Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 PandemicProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555871(1-9)Online publication date: 5-Sep-2022
  • (2018)A Multi-Phased Co-design of an Interactive Analytics System for MOBA Game OccurrencesProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196771(1321-1332)Online publication date: 8-Jun-2018
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      cover image ACM Conferences
      ACE '08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
      December 2008
      427 pages
      ISBN:9781605583938
      DOI:10.1145/1501750
      • General Chairs:
      • Masa Inakage,
      • Adrian David Cheok
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 03 December 2008

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      Author Tags

      1. MMO game
      2. social computing
      3. social interaction

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      Cited By

      View all
      • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
      • (2022)Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 PandemicProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555871(1-9)Online publication date: 5-Sep-2022
      • (2018)A Multi-Phased Co-design of an Interactive Analytics System for MOBA Game OccurrencesProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196771(1321-1332)Online publication date: 8-Jun-2018
      • (2017)Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online ForumComplexity10.1155/2017/41527052017Online publication date: 24-Dec-2017
      • (2017)A Visual Analytics Approach for Understanding Reasons behind Snowballing and Comeback in MOBA GamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.259841523:1(211-220)Online publication date: 1-Jan-2017
      • (2016)A novel taxonomy of opportunities and risks in massively multiplayer online role playing gamesProceedings of the 8th International Conference on Management of Digital EcoSystems10.1145/3012071.3012094(90-98)Online publication date: 1-Nov-2016
      • (2015)World of WarcraftThe International Encyclopedia of Digital Communication and Society10.1002/9781118767771.wbiedcs026(1-4)Online publication date: 11-Feb-2015
      • (2014)Competition between real-life friends and virtual-life friendsProceedings of the 2014 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining10.5555/3191835.3191987(771-777)Online publication date: 17-Aug-2014
      • (2014)Competition between real-life friends and virtual-life friends2014 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM 2014)10.1109/ASONAM.2014.6921673(771-777)Online publication date: Aug-2014
      • (2011)Understanding and Using Virtual Ethnography in Virtual EnvironmentsHandbook of Research on Methods and Techniques for Studying Virtual Communities10.4018/978-1-60960-040-2.ch027(457-468)Online publication date: 2011
      • Show More Cited By

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