Strangers and friends
Generate an AI Snapshot to get a quick, structured summary of this paper.
A concise AI-generated summary of the paper will appear here once you click Generate AI Snapshot.
TL;DR
It is discovered that play in World of Warcraft is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups, which makes the game more fun and provides rich learning opportunities.
Abstract
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the gold standard of Gemeinschaft-like communities of close relations in tightknit groups. We suggest populations for whom similar games could be designed.
