World of Warcraft

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Michael D Myers - One of the best experts on this subject based on the ideXlab platform.

  • social movements in World of Warcraft
    Americas Conference on Information Systems, 2011
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual Worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the World. Using New Social Movement Theory, our paper suggests that there are a number of differences between real World and virtual World social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership.

  • AMCIS - Social movements in World of Warcraft
    2011
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual Worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the World. Using New Social Movement Theory, our paper suggests that there are a number of differences between real World and virtual World social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership.

  • chaotic Worlds an analysis of World of Warcraft
    Americas Conference on Information Systems, 2010
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual World. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.

  • AMCIS - Chaotic Worlds: An Analysis of World of Warcraft
    2010
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual World. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.

Bonnie Nardi - One of the best experts on this subject based on the ideXlab platform.

  • World of Warcraft as a global artifact
    Human Factors in Computing Systems, 2011
    Co-Authors: Jeffrey Bardzell, Shaowen Bardzell, Bonnie Nardi
    Abstract:

    The goal of the panel is to engage a group of distinguished scholars from the social sciences and humanities to consider how World of Warcraft, as a virtual World and as a sociotechnical system, creates and sustains a global community, as well as the nature of that community. Panelists will discuss the interlocking human and technical agencies at play in World of Warcraft, the complex social ecology that has evolved around the game, and research strategies that scale to a World of 12 million players.

  • CHI Extended Abstracts - World of Warcraft as a global artifact
    Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA '11, 2011
    Co-Authors: Jeffrey Bardzell, Shaowen Bardzell, Bonnie Nardi
    Abstract:

    The goal of the panel is to engage a group of distinguished scholars from the social sciences and humanities to consider how World of Warcraft, as a virtual World and as a sociotechnical system, creates and sustains a global community, as well as the nature of that community. Panelists will discuss the interlocking human and technical agencies at play in World of Warcraft, the complex social ecology that has evolved around the game, and research strategies that scale to a World of 12 million players.

  • a hybrid cultural ecology World of Warcraft in china
    Conference on Computer Supported Cooperative Work, 2008
    Co-Authors: Silvia Lindtner, Bonnie Nardi, Yang Wang, Scott Mainwaring, He Jing, Wenjing Liang
    Abstract:

    We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraft in China. We examine the interplay of collaborative practices across the physical environment of China's Internet cafes and the virtual game space of World of Warcraft. Our findings suggest that it may be fruitful to broaden existing notions of physical-digital hybridity by considering the nuanced interplay between the digital and physical as a multi-dimensional environment or "ecology". We illustrate how socio-economics, government regulations and cultural value systems shaped a hybrid cultural ecology of online gaming in China.

  • CSCW - A hybrid cultural ecology: World of Warcraft in China
    Proceedings of the ACM 2008 conference on Computer supported cooperative work - CSCW '08, 2008
    Co-Authors: Silvia Lindtner, Bonnie Nardi, Yang Wang, Scott Mainwaring, He Jing, Wenjing Liang
    Abstract:

    We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraft in China. We examine the interplay of collaborative practices across the physical environment of China's Internet cafes and the virtual game space of World of Warcraft. Our findings suggest that it may be fruitful to broaden existing notions of physical-digital hybridity by considering the nuanced interplay between the digital and physical as a multi-dimensional environment or "ecology". We illustrate how socio-economics, government regulations and cultural value systems shaped a hybrid cultural ecology of online gaming in China.

  • Real genders choose fantasy characters: Class choice in World of Warcraft
    First Monday, 2007
    Co-Authors: Nicholas Digiuseppe, Bonnie Nardi
    Abstract:

    Gender stereotypes inflect discussions about character choice in World of Warcraft (WoW), an online multiplayer video game. We interviewed 47 players, 33 males and 14 females, about why they chose their characters. We found the stereotypes contained a grain of truth as stereotypes often do, but that they mask interesting dimensions of gender in character choice.

Brad Mckenna - One of the best experts on this subject based on the ideXlab platform.

  • social movements in World of Warcraft
    Americas Conference on Information Systems, 2011
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual Worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the World. Using New Social Movement Theory, our paper suggests that there are a number of differences between real World and virtual World social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership.

  • AMCIS - Social movements in World of Warcraft
    2011
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual Worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the World. Using New Social Movement Theory, our paper suggests that there are a number of differences between real World and virtual World social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership.

  • chaotic Worlds an analysis of World of Warcraft
    Americas Conference on Information Systems, 2010
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual World. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.

  • AMCIS - Chaotic Worlds: An Analysis of World of Warcraft
    2010
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual World. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.

Max V Birk - One of the best experts on this subject based on the ideXlab platform.

  • how players value their characters in World of Warcraft
    Conference on Computer Supported Cooperative Work, 2014
    Co-Authors: Ian J Livingston, Carl Gutwin, Regan L Mandryk, Max V Birk
    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.

  • CSCW - How players value their characters in World of Warcraft
    Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing - CSCW '14, 2014
    Co-Authors: Ian J Livingston, Carl Gutwin, Regan L Mandryk, Max V Birk
    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.

Lesley A Gardner - One of the best experts on this subject based on the ideXlab platform.

  • social movements in World of Warcraft
    Americas Conference on Information Systems, 2011
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual Worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the World. Using New Social Movement Theory, our paper suggests that there are a number of differences between real World and virtual World social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership.

  • AMCIS - Social movements in World of Warcraft
    2011
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual Worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the World. Using New Social Movement Theory, our paper suggests that there are a number of differences between real World and virtual World social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership.

  • chaotic Worlds an analysis of World of Warcraft
    Americas Conference on Information Systems, 2010
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual World. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.

  • AMCIS - Chaotic Worlds: An Analysis of World of Warcraft
    2010
    Co-Authors: Brad Mckenna, Lesley A Gardner, Michael D Myers
    Abstract:

    Virtual Worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual World. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.