Computing, Social Activity, and Entertainment: A Field Study of a Game MUD

dc.contributor.authorMuramatsu, Jack
dc.contributor.authorAckerman, Mark S.
dc.date.accessioned2020-06-06T06:27:40Z
dc.date.available2020-06-06T06:27:40Z
dc.date.issued1998
dc.date.issued1998
dc.description.abstractAre 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.de
dc.identifier.doi10.1023/A:1008636204963
dc.identifier.pissn1573-7551
dc.identifier.urihttp://dx.doi.org/10.1023/A:1008636204963
dc.identifier.urihttps://dl.eusset.eu/handle/20.500.12015/3529
dc.publisherSpringer
dc.relation.ispartofComputer Supported Cooperative Work (CSCW): Vol. 7
dc.relation.ispartofseriesComputer Supported Cooperative Work (CSCW)
dc.subjectAmusement
dc.subjectcombat MUDs
dc.subjectCSCW
dc.subjectentertainment
dc.subjectgames
dc.subjectMUDs
dc.subjectparticipant-observation
dc.subjectplay
dc.subjectsocial worlds
dc.subjectsystem design
dc.titleComputing, Social Activity, and Entertainment: A Field Study of a Game MUDde
dc.typeText/Journal Article
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gi.citation.startPage87
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