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

, , , , and . Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems, volume 1 of Games and performances, page 407--416. (2006)Best paper nominee: This paper presents a longitudinal empirical study of a Massively Multiplayer Online Game (MMOG) by analyzing actual usage logs of a game. A more refined understanding of the social nature of these games (more for audience than for collaboration) is articulated, suggesting implications for the design of social interaction in these games..

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A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software., , , , , and . Comput. Support. Cooperative Work., 15 (2-3): 229-250 (2006)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)The social side of gaming: a study of interaction patterns in a massively multiplayer online game., and . CSCW, page 360-369. ACM, (2004)Preventing bots from playing online games., and . Computers in Entertainment, 3 (3): 3 (2005)Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls.. Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)E-Mail Management: A Techno-Managerial Research Perspective., , , , and . Commun. Assoc. Inf. Syst., (2006)Through the azerothian looking glass: mapping in-game preferences to real world demographics., , , and . CHI, page 2811-2814. ACM, (2012)Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies., and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)In Search of Coherence: A Review of E-Mail Research., and . Human-Computer Interaction, 20 (1-2): 11-48 (2005)