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Retention and progression: Seven months in World of Warcraft.

, , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)

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Who plays, how much, and why? Debunking the stereotypical gamer profile., , and . J. Comput. Mediat. Commun., 13 (4): 993-1018 (2008)From Tree House to Barracks: The Social Life of Guilds in World of Warcraft., , , , , and . Games Cult., 1 (4): 338-361 (2006)Do men heal more when in drag?: conflicting identity cues between user and avatar., , , and . CHI, page 773-776. ACM, (2011)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments.. Presence, 15 (3): 309-329 (2006)Problematic Internet use and psychosocial well-being among MMO players., , and . Comput. Hum. Behav., 25 (6): 1312-1319 (2009)The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments., , , , and . Cyberpsy., Behavior, and Soc. Networking, 10 (1): 115-121 (2007)Motivations for Play in Online Games.. Cyberpsy., Behavior, and Soc. Networking, 9 (6): 772-775 (2006)Through the azerothian looking glass: mapping in-game preferences to real world demographics., , , and . CHI, page 2811-2814. ACM, (2012)Detecting digital chameleons., , , and . Comput. Hum. Behav., 24 (1): 66-87 (2008)The Evolution of Social Behavior over Time in Second Life., , , and . Presence Teleoperators Virtual Environ., 18 (6): 434-448 (2009)