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In this paper we present a critical analysis of player accounts of intimacy and intimate experiences in the massively multiplayer online role-playing game World of Warcraft (WoW). Our analysis explores four characteristics that players articulated about their virtual intimate experiences: the permeability of intimacy across virtual and real worlds, the(More)
Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine and mundane work by players yet remains largely unexamined in current literature. Using a combination of ethnographic(More)
In spite of decades of research on virtual worlds, our understanding of one popular form of virtual world behavior - raiding - remains limited. Raiding is important because it entails intense, high-risk, and complex collaborative behaviors in computer-mediated environments. This paper contributes to CSCW literature by offering a longitudinal analysis of(More)
As interest in experience and affect in HCI continues to grow, particularly with regard to social media and Web 2.0 technologies, research on techniques for evaluating user engagement is needed. This paper presents a study of popular Internet videos involving a mixed method approach to user engagement. Instruments included physiological measures, emotional(More)
Virtual worlds are reaching a point of critical mass as a medium for the exchange of business, entertainment and other cultural products and values. As cultural interfaces, virtual worlds mediate the access to remediated cultural data. This remediation of cultural data may transfer existing, repressive racial ideologies to new media. Limited research about(More)
This paper describes an industry-academic collaborative research initiative, focused on determining useful measures of user engagement and experience with social media (e.g., video games, virtual worlds, social networking sites, etc.) and digital devices. Using newly designed hardware and software, the research initiative addresses the relationships among(More)
As virtual worlds evolve, so does the visual complexity and customizability of the avatars inside the worlds. In virtual worlds such as Second Life, prospering virtual fashion industries have brought about, among other things, the formation of virtual fashion blogs. This paper presents a content analysis of major virtual fashion blogs with an emphasis on(More)
Designing for sociable systems requires, among other abilities, a sensitivity to the meanings, structures, and nuances of technology-mediated experiences that are simultaneously felt by users to be intimate and also social. Such a sensitivity is not easily acquired, and design researchers have recommended the use of social theories to guide designers'(More)
We are designing a feedback system to encourage more fuel-efficient driving habits among school-bus drivers. We chose to design for the school bus because as one of the largest public transport systems in the U.S., it is a major contributor to the country's total fuel consumption and pollutant emissions. Our design uses persuasive technology to discourage(More)
In this paper, we look at the prominent World of Warcraft machinima community as an expert amateur online com-munity and present a multi-part study of a canon of the most successful works (i.e., machinima videos) produced by this community. By focusing our study on its roughly 300 most successful examples, the determination of which we explain in the paper,(More)