Computing, Social Activity, and Entertainment: A Field Study of a Game MUD
Fulltext URI
Document type
Additional Information
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Abstract
Are game and entertainment systems different than work-oriented systems? What drives the user's experience in a collaborative game? To answer these questions, we performed a participant-observation study of a combat MUD, a game similar to Dungeons and Dragons. Our interest is in how this social world is arranged and managed (rather than, for example, in how participants form or display individual identities). The study explores the social arrangements and activities that give meaning and structure to the participants. We found that conflict and cooperation were the dominant social activities on this MUD, much more so than sociability. The game's management played a critical function in maintaining and promoting these activities. Moreover, novelty and entertainment were important for the design of both the system features and the sociality itself.
Description
Keywords
Citation
URI
Collections
Endorsement
Review
Supplemented By
Referenced By
Number of citations to item: 29
- Guo Freeman, Donghee Yvette Wohn (2017): Understanding eSports Team Formation and Coordination, In: Computer Supported Cooperative Work (CSCW) 1-2(28), doi:10.1007/s10606-017-9299-4
- Christine Szentgyorgyi, Michael Terry, Edward Lank (2008): Renegade gaming, In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, doi:10.1145/1357054.1357283
- Vivian Hsueh-hua Chen, Henry Been-Lirn Duh, Beth Kolko, Leo Sang-Min Whang, Michael Ching-Hui Fu (2006): Games in Asia project, In: CHI '06 Extended Abstracts on Human Factors in Computing Systems, doi:10.1145/1125451.1125516
- David Gonçalves, Pedro Pais, Kathrin Gerling, Tiago Guerreiro, André Rodrigues (2023): Social gaming: A systematic review, In: Computers in Human Behavior, doi:10.1016/j.chb.2023.107851
- Guo Freeman, Dane Acena (2021): Hugging from A Distance: Building Interpersonal Relationships in Social Virtual Reality, In: ACM International Conference on Interactive Media Experiences, doi:10.1145/3452918.3458805
- Elizabeth F. Churchill, Sara Bly (1999): Virtual environments at work, In: Proceedings of the international joint conference on Work activities coordination and collaboration, doi:10.1145/295665.295677
- Chee Siang Ang, Panayiotis Zaphiris, Shumaila Mahmood (2007): A model of cognitive loads in massively multiplayer online role playing games, In: Interacting with Computers 2(19), doi:10.1016/j.intcom.2006.08.006
- D. Fox Harrell (2009): Computational and cognitive infrastructures of stigma, In: Proceedings of the seventh ACM conference on Creativity and cognition, doi:10.1145/1640233.1640244
- Nicolas Ducheneaut, Robert J. Moore (2004): The social side of gaming, In: Proceedings of the 2004 ACM conference on Computer supported cooperative work, doi:10.1145/1031607.1031667
- Wei-Chen Tsai, Yan-Ru Li (2011): The Acceptance Model of e-Book for On-Line Learning Environment, In: Studies in Computational Intelligence, doi:10.1007/978-3-642-23418-7_24
- John Halloran (2009): It's Talk, But Not as We Know It: Using VoIP to Communicate in War Games, In: 2009 Conference in Games and Virtual Worlds for Serious Applications, doi:10.1109/vs-games.2009.36
- Vassilis Kostakos (2010): Space Syntax and Pervasive Systems, In: GeoJournal Library, doi:10.1007/978-90-481-8572-6_3
- Chee Siang Ang, Panayiotis Zaphiris, Stephanie Wilson (2010): Computer Games and Sociocultural Play: An Activity Theoretical Perspective, In: Games and Culture 4(5), doi:10.1177/1555412009360411
- Allison Sall, Rebecca E. Grinter (2007): Let’s Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home, In: Computer Supported Cooperative Work (CSCW) 1-2(16), doi:10.1007/s10606-007-9047-2
- Akito van Troyer (2013): Enhancing site-specific theatre experience with remote partners in sleep no more, In: Proceedings of the 2013 ACM international workshop on Immersive media experiences, doi:10.1145/2512142.2512150
- Nicolas Ducheneaut, Robert J. Moore, Eric Nickell (2007): Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games, In: Computer Supported Cooperative Work (CSCW) 1-2(16), doi:10.1007/s10606-007-9041-8
- S. Cogdill, T.L. Fanderclai, J. Kilborn, M.G. Williams (2000): Backchannel: whispering in digital conversation, In: Proceedings of the 34th Annual Hawaii International Conference on System Sciences, doi:10.1109/hicss.2001.926500
- Gregor McEwan, Carl Gutwin (2017): A Case Study of How a Reduction in Explicit Leadership Changed an Online Game Community, In: Computer Supported Cooperative Work (CSCW) 4-6(26), doi:10.1007/s10606-017-9282-0
- Gregor McEwan, Carl Gutwin, Regan L. Mandryk, Lennart Nacke (2012): "I'm just here to play games", In: Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work, doi:10.1145/2145204.2145289
- Elizabeth F. Churchill, Sara Bly (1999): Virtual environments at work, In: ACM SIGSOFT Software Engineering Notes 2(24), doi:10.1145/295666.295677
- Ansgar E. Depping, Regan L. Mandryk, Colby Johanson, Jason T. Bowey, Shelby C. Thomson (2016): Trust Me, In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968097
- Guo Freeman, Donghee Yvette Wohn (2017): Social Support in eSports, In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116635
- Delwin Clarke, P. Robert Duimering (2006): How computer gamers experience the game situation, In: Computers in Entertainment 3(4), doi:10.1145/1146816.1146827
- Walt Scacchi, Robert Nideffer, Joe Adams (2008): Collaborative game environments for informal science education: DinoQuest and DinoQuest Online, In: 2008 International Symposium on Collaborative Technologies and Systems, doi:10.1109/cts.2008.4543936
- Winter Mason, Aaron Clauset (2013): Friends FTW! friendship and competition in halo, In: Proceedings of the 2013 conference on Computer supported cooperative work, doi:10.1145/2441776.2441820
- Norah Abokhodair, Daisy Yoo, David W. McDonald (2015): Dissecting a Social Botnet, In: Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, doi:10.1145/2675133.2675208
- Traian Marius Truta, Michail Tsikerdekis, Sherali Zeadally (2015): Privacy in Social Networks, In: Computer Communications and Networks, doi:10.1007/978-3-319-08470-1_12
- Kouichi Matsuda, Takahiro Miyake, Hirofumi Kawai (2002): Culture formation and its issues in personal agent-oriented virtual society, In: Proceedings of the 4th international conference on Collaborative virtual environments, doi:10.1145/571878.571882
- Bonnie Nardi, Justin Harris (2006): Strangers and friends, In: Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work, doi:10.1145/1180875.1180898