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'Alone Together?' Exploring the Social Dynamics of Massively Multiplayer Online Games

机译:“独自一人在一起?”探索大型多人在线游戏的社会动态

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Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces.
机译:大型多人在线游戏(MMOG)常规吸引了数百万玩家,但没有少量的经验数据可以评估他们的球员的社会体验。在本文中,我们使用直接从游戏中收集的纵向数据来检查最大MMOG的游戏和分组模式:魔兽世界。我们的观察结果表明,MMOGS中社交活动的普遍性和程度可能已经过度估计,并且博彩社区面临影响其凝聚力和最终长寿的重要挑战。我们讨论了我们对未来游戏和其他在线社交空间设计的影响。

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