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The social side of gaming: a study of interaction patterns in a massively multiplayer online game., and . CSCW, page 360-369. ACM, (2004)Through the azerothian looking glass: mapping in-game preferences to real world demographics., , , and . CHI, page 2811-2814. ACM, (2012)Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds., , and . Comput. Support. Cooperative Work., 16 (3): 265-305 (2007)Body and mind: a study of avatar personalization in three virtual worlds., , , and . CHI, page 1151-1160. ACM, (2009)From Tree House to Barracks: The Social Life of Guilds in World of Warcraft., , , , , and . Games Cult., 1 (4): 338-361 (2006)Activity-based serendipitous recommendations with the Magitti mobile leisure guide., , , , , , , , , and 4 other author(s). CHI, page 1157-1166. ACM, (2008)Do men heal more when in drag?: conflicting identity cues between user and avatar., , , and . CHI, page 773-776. ACM, (2011)Älone together?": exploring the social dynamics of massively multiplayer online games., , , and . CHI, page 407-416. ACM, (2006)The orbital browser: composing ubicomp services using only rotation and selection., , , , and . CHI Extended Abstracts, page 321-326. ACM, (2006)Socialization in an open source software community: A socio-technical analysis. Computer Supported Cooperative Work (CSCW), 14 (4): 323–368 (2005)