"Alone together?": exploring the social dynamics of massively multiplayer online games

@article{Ducheneaut2006AloneTE,
  title={"Alone together?": exploring the social dynamics of massively multiplayer online games},
  author={Nicolas Ducheneaut and Nick Yee and Eric Nickell and Robert J. Moore},
  journal={Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
  year={2006}
}
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. [] Key Result We discuss the implications of our findings for the design of future games and other online social spaces.

Figures and Tables from this paper

The " Lonely Gamer " Revisited Title the " Lonely Gamer " Revisited

World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex social interactions among over 8 million players worldwide. In this study, we explore implications of

The life and death of online gaming communities: a look at guilds in world of warcraft

This paper examines some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers, focusing on structural properties of these groups, as represented by their social networks and other variables.

Cosmopolis: A Massively Multiplayer Online Game for Social and Behavioral Research

Cosmopolis, an MMOG designed to appeal to a wide variety of player types, and containing several key research-oriented features, is developed, demonstrating the research value of the Human Social, Cultural, and Behavioral (HSCB) research value.

The Sirens' Song of Multiplayer Online Games

Multiplayer online games are engineered to be highly engaging. Their success is reflected in the nearly 20 million participants, including roughly 5 million adolescents and children, who often play

Title the " Lonely Gamer " Revisited

World of Warcraft (WoW) is a massively multiplayer online game (MMO) supporting rich and complex social interactions among well over 10 million players worldwide. In this study, we explore

Player Dynamics in Massively Multiplayer Online Games

Novel findings are found that the distribution of player session lengths is similar to that of peer-to-peer fil sharing sessions, despite a game’s interactive nature, but has a shorter tail and good predictors of session length, such as in-game character level or age are found.

Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies

Understanding the nature and structure of player behaviors and interactions in online games is not only an interesting (and fun) sociological question but also potentially a very lucrative one, since a better understanding of player behavior could lead to improved social architectures with even higher attractiveness to the players and a corresponding increased retention (and profit).

The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games

It is found that those who achieve the most in the game send and receive more communication, while those who perform the most efficiently at the game show no difference in communication behavior from other players.

Keywords Design, Massively Multiplayer Online Games, Online

The goal is to examine the ways that sociability manifests in MMOGs and the way that design affects these manifestations.
...

References

SHOWING 1-10 OF 33 REFERENCES

Project massive: a study of online gaming communities

The cross-sectional findings of Project Massive are reported and the future longitudinal work as the project tracks players and their guilds across the evolving landscape of the MMOG product space is described.

The social side of gaming: a study of interaction patterns in a massively multiplayer online game

This paper analyzes player-to-player interactions in two locations in the game Star Wars Galaxies, and outlines different patterns of interactivity, and discusses how they are affected by the structure of the game.

The Sopranos Meets EverQuest Social Networking in Massively Multiplayer Online Games

By examining the role of social networks and interactions, it is sought to explore how the friendships between the players could be considered the ultimate exploit of the game EverQuest.

Power games just want to have fun?: instrumental play in a MMOG

This work explores the way high-end players are actually embedded in deeply social structures, rituals, and through the ethnography of EverQuest, the ways these participants, who operate with a highly instrumental game-orientation, actually facilitate their play style through a variety of distinctly social activities.

The usability of massively multiplayer online roleplaying games: designing for new users

This study examines the usability challenges faced by new players of massively multiplayer online role-playing games (MMORPGs), one of the fastest-growing segments of the video game industry, and makes specific recommendations to improve the experience of these games for new players.

On Virtual Economies

If virtual worlds do become a large part of the daily life of humans, their development may have an impact on the macroeconomies of Earth and raise certain constitutional issues, since it is not clear, today, exactly who has jurisdiction over these new economies.

CSCW at play: 'there' as a collaborative virtual environment

A study of 'There', one such game, focusing on how its flexibility has allowed players to develop their own forms of play within the game, and how the 'place' of There is a fluid interaction space that supports safe interactions between strangers.

A Theory of Fun for Game Design

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games

Bowling alone: the collapse and revival of American community

Drawing on evidence that includes nearly half a million interviews conducted over a quarter of a century in America, Putnam shows how changes in work, family structure, age, suburban life, television, computers, women's roles and other factors are isolating Americans from each other in a trend whose reflection can clearly be seen in British society.

Designing Virtual Worlds

Designing Virtual Worlds is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design,