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Computer-Mediated Communication. Games!. The many faces of “online” gaming…. Online Gaming. 58% of Online Game Players are Male. Some general stats from the ESA. Research Example: World of Warcraft (WoW). Currently, largest Massively Multiplayer Online Game (MMOG)
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The many faces of “online” gaming… Computer-Mediated Communication — Cheshire & Fiore
Online Gaming 58% of Online Game Players are Male Computer-Mediated Communication — Cheshire & Fiore
Some general stats from the ESA Computer-Mediated Communication — Cheshire & Fiore
Research Example: World of Warcraft (WoW) • Currently, largest Massively Multiplayer Online Game (MMOG) • Players create characters and then play in a large, open virtual world • As you play, more abilities, options, and places are made available (“leveling up”) Computer-Mediated Communication — Cheshire & Fiore
Why do people keep playing? Computer-Mediated Communication — Cheshire & Fiore
Play Time and Reward Cycle in WoW Computer-Mediated Communication — Cheshire & Fiore
Group vs. Solo Gaming by Role Computer-Mediated Communication — Cheshire & Fiore
“Grouping” Behavior and Leveling in WoW Computer-Mediated Communication — Cheshire & Fiore
Together…yet apart. “Guilds” as social communities Computer-Mediated Communication — Cheshire & Fiore
Guild Membership and Playing Time in WoW Computer-Mediated Communication — Cheshire & Fiore
Social Network Density by Guild Size in World of Warcraft Computer-Mediated Communication — Cheshire & Fiore
The real-world benefits of managing CMC in online gaming? “In late 2004, Stephen Gillett was in the running for a choice job at Yahoo! - a senior management position in engineering. He was a strong contender. Gillett had been responsible for CNET's backend, and he had helped launch a number of successful startups. But he had an additional qualification his prospective employer wasn't aware of, one that gave him a decisive edge: He was one of the top guild masters in the online role-playing game World of Warcraft… …The day may not be far off when companies receive resumes that include a line reading ‘level 60 tauren shaman in World of Warcraft.’” http://www.wired.com/wired/archive/14.04/learn.html Computer-Mediated Communication — Cheshire & Fiore
Rethinking the ‘social’ aspect of online gaming • “MMORPGs are COMMUNITIES. Not games” (Raph Koster) • Social Presence ,‘audience,’ and the spectator experience Computer-Mediated Communication — Cheshire & Fiore
“Socially Interpretable Information” • Goffman revisited: expressions givenversus given off Computer-Mediated Communication — Cheshire & Fiore
The Truth According to SouthPark… http://southpark.comedycentral.com Computer-Mediated Communication — Cheshire & Fiore
But are there REALLY no ‘tells’ in online poker? • Behavioral Cues • Speed of behaviors (checking, pauses, bet) • “chattiness” and know-it-alls http://poker.oddschecker.com/poker-feature/feature/poker-tells/ptab/ Computer-Mediated Communication — Cheshire & Fiore
More Social Research in Online Gaming… http://www.nickyee.com/daedalus/ http://www.game-research.com/ http://gamestudies.org/ Computer-Mediated Communication — Cheshire & Fiore