Play between Worlds: Exploring Online Game Culture
Citations
631 citations
Cites background from "Play between Worlds: Exploring Onli..."
...The research question about server-based differences (RQ8) was examined throughout the analyses, but none of the findings differed significantly by server type....
[...]
...Additionally, a range of ethnographic and interview projects have discovered family-like dynamics among active game groups (Taylor, 2003, 2006), active ecologies of players (Castronova, 2005), and complex hierarchies of players in large guilds (Williams et al., 2006)....
[...]
...However, given the large social motivations found here and repeated in nearly every ethnographic study of MMOs (Steinkuehler & Williams, 2006; Taylor, 2006), it is clear that time spent in MMOs is far from asocial....
[...]
...Ethnographic and experimental investigations of player ‘‘guilds’’ and communities have explored the social dynamics and relationships that exist (Taylor, 2003, 2006; Williams, Caplan, & Xiong, 2007), but systematic and generalizable research has remained elusive, largely due to the difficulties of…...
[...]
...Recent game research shows that in MMOs these two functions go hand-in-hand as groups seek organization to accomplish goals, especially large-group raids (Taylor, 2006)....
[...]
596 citations
442 citations
Cites background from "Play between Worlds: Exploring Onli..."
...In a recent article, Thorne (2009) assessed the foreign language developmental potential of Internet interest communities and, particularly, fan fiction sites, drawing upon Vygotsky’s (1978) zone of proximal development (ZPD)....
[...]
...…prevalence of goal-directed collaborative play generates attendant social activity of all kinds, from phatic communication and passing acts of generosity to serious friendships and romantic bonds, often with people from around the world in multilingual contexts (e.g., Taylor, 2006; Thorne, 2008c)....
[...]
377 citations
Cites background from "Play between Worlds: Exploring Onli..."
...“Fun” and “enjoyment” are widely used labels for the main desirable experiences and driving motives of gameplay, yet they are also notoriously elusive and overdetermined constructs (Taylor, 2006, pp. 67–92)....
[...]
350 citations
Cites background or methods from "Play between Worlds: Exploring Onli..."
...Moreover, it denotes a complex interaction between real and virtual social networks, further blurring the boundaries between these networks, making MMORPGs inherently social spaces.(12) Third, immersion in the game is denoted by discovery, ie, exploring the game and “hidden” game content, role-playing via one’s avatar, customization of one’s online character (such as sex, race, profession, appearance), and escapism, ie, playing in order to avoid real life....
[...]
...0 years) using Yee’s(9) motivational factors achievement, social and immersion to assess problematic MMORPG play in World of Warcraft from the perspective of culture under the supposition that gaming allows for formation of communities and cultures.(12,79,80) The cultural context situates the individual and his potentially addictive game play (assessed using Young’s Internet Addiction Test)(81) within the framework of commonly shared beliefs and practices....
[...]
References
631 citations
596 citations
377 citations
350 citations
343 citations