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'It Was More than Just the Game, It Was the Community': Social Affordances in Online Games

机译:“这不仅仅是游戏,这是社区”:在线游戏中的社会带来

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We analyze social affordances from World of Warcraft (WoW), a massively multiplayer online role-playing game (MMO). These affordances contributed to community development and social experiences. To reduce the time needed to play and make gameplay easier, expansions to the game removed or altered many affordances. The changes were appealing to some, but diminished social experience, to the dismay of other players. As social life continues to move into virtual worlds of all kinds, we argue that developers should provide different versions of virtual worlds to broaden the kinds of social experiences possible. We examine "private servers" as a form of resistance, where players create their own versions of the game to accommodate their play preferences.
机译:我们分析了来自魔兽世界(哇)的社交人员,这是一个大型多人在线角色扮演游戏(MMO)。这些带来促进了社区发展和社会经验。要减少播放所需的时间,并使游戏更容易,删除或改变了许多人的游戏扩展。这些变化对一些但减少的社会体验令人沮丧地吸引了其他球员。随着社会生活继续进入各种虚拟世界,我们认为开发商应该提供不同版本的虚拟世界,以扩大可能的社会体验。我们将“私人服务器”作为一种抵抗的形式,玩家创建自己的游戏版本以适应他们的播放偏好。

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