The social side of gaming: a study of interaction patterns in a massively multiplayer online game
By Nicolas Ducheneaut, Robert J. Moore. Conference on Computer Supported Cooperative Work, 2004
421 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/3c4c17ce03748a1794f0f75a03badb5e365f602a
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- Ming-Hui Wen
Citations in the corpus
- "Alone together?": exploring the social dynamics of massively multiplayer online games (2006, unknown): “But while HCI researchers [3] [5] [6] [16] and others [1] [4] [8] [23] [24] have begun to investigate these popular entertainment communities, there is still surprisingly little data available to understand how MMOGs function as social worlds.”
- Exploring user experiences as predictors of MMORPG addiction (2009, background): “Users’ competition and cooperation experiences can enhance their enjoyment (Ducheneaut & Morre, 2004).”
- Strangers and friends: collaborative play in world of warcraft (2006, background): “Now that games are an important part of Internet use, we have an opportunity to recognize the collaborative aspects of online fun, to expand “CSCW” to include activities that provide entertainment [3, 6, 8, 9, 12, 19, 30, 35].”
- Guns, swords and data: Clustering of player behavior in computer games in the wild (2012, methodology): “Also in the MMOG domain, Ducheneaut & Moore [6] examined group player behaviors in the MMOG Star Wars Galaxies via action frequency analysis.”
- Introducing Archetypal Analysis for Player Classification in Games (2011, methodology): “[6] utilized action frequencies in the MMOG Star Wars Galaxies to group player behaviors, focusing on a small set of player-player interaction behaviors.”