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How players value their characters in world of warcraft

Published: 15 February 2014 Publication History

Abstract

Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.

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    cover image ACM Conferences
    CSCW '14: Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
    February 2014
    1600 pages
    ISBN:9781450325400
    DOI:10.1145/2531602
    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 the author(s) 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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    Published: 15 February 2014

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    Author Tags

    1. avatars
    2. character value
    3. characters
    4. world of warcraft

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    February 15 - 19, 2014
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    CSCW '14 Paper Acceptance Rate 134 of 497 submissions, 27%;
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    • (2023)A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110237:CHI PLAY(73-103)Online publication date: 4-Oct-2023
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