Strangers and friends: collaborative play in world of warcraft

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.

[1]  Antonia Bunnin,et al.  State of play. , 2001, Nursing standard (Royal College of Nursing (Great Britain) : 1987).

[2]  K. Squire Changing the Game: What Happens When Video Games Enter the Classroom? , 2005 .

[3]  Robert D. Putnam,et al.  Bowling alone: the collapse and revival of American community , 2000, CSCW '00.

[4]  Paul Dourish,et al.  Introduction: The State of Play , 2004, Computer Supported Cooperative Work (CSCW).

[5]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[6]  Constance Steinkuehler Cognition and learning in massively multiplayer online games: A critical approach , 2005 .

[7]  Marek Bell,et al.  CSCW at play: 'there' as a collaborative virtual environment , 2004, CSCW.

[8]  Robert Sommer,et al.  Experience and Education. , 1974 .

[9]  Katelyn Y. A. McKenna,et al.  Can you see the real me? Activation and expression of the "true self" on the Internet. , 2002 .

[10]  R. Elizabeth,et al.  Electropolis: Communication and community on internet relay chat , 1991 .

[11]  Mark S. Ackerman,et al.  Computing, Social Activity, and Entertainment: A Field Study of a Game MUD , 2004, Computer Supported Cooperative Work (CSCW).

[12]  T. L. Taylor,et al.  Power games just want to have fun?: instrumental play in a MMOG , 2003, DiGRA Conference.

[13]  R. Driskell,et al.  Are Virtual Communities True Communities? Examining the Environments and Elements of Community , 2002 .

[14]  W. Bainbridge The Scientific Research Potential of Virtual Worlds , 2007, Science.

[15]  Mark S. Granovetter The Strength of Weak Ties , 1973, American Journal of Sociology.

[16]  B. Lomov The Problem of Activity in Psychology , 1982 .

[17]  Robert J. Moore,et al.  The social side of gaming: a study of interaction patterns in a massively multiplayer online game , 2004, CSCW.

[18]  Bonnie A. Nardi,et al.  Whither or whether HCI: requirements analysis for multi-sited, multi-user cyberinfrastructures , 2006, CHI Extended Abstracts.

[19]  F. Tönnies,et al.  Community and society (Gemeinschaft und Gesellschaft) , 1959 .

[20]  N. Nie,et al.  Internet and society: a preliminary report , 2001 .

[21]  M. Prince,et al.  Social support deficits, loneliness and life events as risk factors for depression in old age. The Gospel Oak Project VI , 1997, Psychological Medicine.

[22]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[23]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[24]  Constance Steinkuehler,et al.  Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.

[25]  A. N. Leont’ev The Problem of Activity in Psychology , 1974 .

[26]  Neeti Gupta,et al.  FishPong: encouraging human-to-human interaction in informal social environments , 2004, CSCW.

[27]  Robert E. Kraut,et al.  Internet paradox. A social technology that reduces social involvement and psychological well-being? , 1998, The American psychologist.

[28]  Michael Twidale,et al.  CSC: computer supported collaborative work, learning, and play , 2005, CSCL.

[29]  S. Engel,et al.  Thought and Language , 1964, Dialogue.

[30]  Laura Fratiglioni,et al.  Late-life engagement in social and leisure activities is associated with a decreased risk of dementia: a longitudinal study from the Kungsholmen project. , 2002, American journal of epidemiology.

[31]  Judith S. Donath,et al.  Hiding and revealing in online poker games , 2004, CSCW.