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Strangers and friends: collaborative play in world of warcraft

Published:04 November 2006Publication History

ABSTRACT

We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the "gold standard" of Gemeinschaft-like communities of close relations in tightknit groups. We suggest populations for whom similar games could be designed.

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        cover image ACM Conferences
        CSCW '06: Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
        November 2006
        548 pages
        ISBN:1595932496
        DOI:10.1145/1180875

        Copyright © 2006 ACM

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        • Published: 4 November 2006

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