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Jody Smith

Leveraging virtual omniscience: mixed methodologies for studying social life in persist... - 0 views

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    "Massively multiplayer online worlds (e.g., EverQuest or SecondLife) constitute a new form of social life that is ripe for social scientific study. Inhabitants of persistent virtual environments spend on average more than twenty hours per week logged on."
Jody Smith

Terra Nova: Alone Together in World of Warcraft? - 0 views

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    "For the past 8 months, we have been collecting and analyzing data from WoW. We use "bots" on 5 different servers (covering PvP, PvE and RP realms) and take snapshots of the population every 10 minutes or so (more detail here), capturing data about each present character's level, location, grouped status, and guild affiliation (among other things). So far, we have observed about 150,000 unique characters. While this data is far from perfect (after all, we are only getting what Blizzard is willing to let transpire through their API), it can still yield a surprising amount of insight into the social dimensions of multiplayer games."
Michelle A. Hoyle

Mark Danger Chen » Dissertation ready for download - 0 views

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    "Here's the PDF (4MB) of my dissertation:, submitted to the graduate school on September 2, 2010: Leet Noobs: Expertise and Collaboration in a World of Warcraft Player Group as Distributed Sociomaterial Practice" Mark was "… a PhD student in Ed Tech at the University of Washington looking at digital games as a way to promote active participation in social contexts as well as my own personal narrative with games."
Michelle A. Hoyle

The Future of Gaming: a Portrait of the New Gamers | Latitude Research° - 0 views

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    The study offers 3 key insights into the evolution of gaming (explained in more detail below): Games go beyond the screen Life becomes play Social matures into societal The study included a Web survey amongst 290 smartphone owners between the ages of 15-54 who self-identified as at least "casual gamers," with nearly half labeling themselves "game enthusiasts."* The survey assessed technology usage and future orientation, attitudes and behaviors around gaming, and possible interest areas for new game experiences.
Jody Smith

IBM Research | IBM Innovation | Gaming and Leadership Report - 0 views

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    "In the realm of online games, specifically massively multiplayer online role playing games (MMORPGs), leaders emerge that deftly navigate the motivational, emotional and social needs of their direct reports in a highly competitive, distributed, virtual environment. And there are many lessons to be learned."
Jody Smith

Wired 14.06: World of Warcrack - 0 views

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    "The quality and the popularity of World of Warcraft has propelled MMORPGs from a subculture into the mainstream; some call it the new golf. But it's more than that: World of Warcraft is millions of people with diverse backgrounds collaborating, socializing, and learning while having fun."
Jody Smith

Terra Nova: The Horde is Evil - 0 views

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    "So here's my view: When a real person chooses an evil avatar, he or she should be conscious of the evil inherent in the role. There are good reasons for playing evil characters - to give others an opportunity to be good, to help tell a story, to explore the nature of evil. But when the avatar is a considered an expression of self, in a social environment, then deliberately choosing a wicked character is itself a (modestly) wicked act."
Michelle A. Hoyle

Gamers Today Are More Social Than You'd Think - 0 views

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    "The findings come from a Web survey amongst 290 smartphone owners between the ages of 15-54 who self-identified as at least "casual gamers," with nearly half labeling themselves "game enthusiasts.""
Jody Smith

the DAEDALUS PROJECT: MMORPG Research, Cyberculture, MMORPG Psychology - 0 views

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    "The Daedalus Project was a long-running survey study of MMO players"
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