Skip to main content Accessibility help
×
Hostname: page-component-78c5997874-s2hrs Total loading time: 0 Render date: 2024-11-05T02:00:40.007Z Has data issue: false hasContentIssue false

Part I - Individual Behaviors and Dyadic Relationships

Published online by Cambridge University Press:  15 June 2018

Kiran Lakkaraju
Affiliation:
Sandia National Laboratories, New Mexico
Gita Sukthankar
Affiliation:
University of Central Florida
Rolf T. Wigand
Affiliation:
University of Arkansas
Get access

Summary

Image of the first page of this content. For PDF version, please use the ‘Save PDF’ preceeding this image.'
Type
Chapter
Information
Social Interactions in Virtual Worlds
An Interdisciplinary Perspective
, pp. 11 - 100
Publisher: Cambridge University Press
Print publication year: 2018

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

References

Abbey, A., Cozzarelli, C., McLaughlin, K., & Harnish, R. J. (1987). The effects of clothing and dyad sex composition on perceptions of sexual intent: Do women and men evaluate these cues differently? Journal of Applied Social Psychology, 17(2), 108126.CrossRefGoogle Scholar
Allen, G. (2000). Men and women, maps and minds: Cognitive bases of sex-related differences in reading and interpreting maps. In Nualláin, S. Ó. (ed.), Spatial cognition: Foundations and applications. Advances in Consciousness Research. Amsterdam: John Benjamins Publishing.Google Scholar
Andreoni, J. (1988). Why free ride? Strategies and learning in public goods experiments. Journal of Public Economics, 37, 291304.Google Scholar
Ardener, S. (1981). Women and space: Ground rules and social maps. London: Croom Helm.Google Scholar
Bergstrom, K., Jenson, J., & de Castell, S. (2012, May). What's ‘choice’ got to do with it? Avatar selection differences between novice and expert players of World of Warcraft and Rift. In Proceedings of the International Conference on the Foundations of Digital Games (pp. 97104). ACM Digital Library.Google Scholar
Callon, M. (1995). Four models for the dynamics of science. In Jasanoff, S., Markle, G. E., Peterson, J. C., & Pinch, T. J. (eds.), Handbook of science and technology studies (pp. 2963). Cambridge, MA: MIT Press.Google Scholar
Carpenter, J. P., Bowles, S., Gintis, H., & Hwang, S-H. (2009). Strong reciprocity and team production: Theory and evidence. Journal of Economic Behavior and Organization, 71, 221232.CrossRefGoogle Scholar
Chee, F., de Castell, S., & Taylor, N. (2011). Public virtual world gaming in Asia: Preparatory fieldwork for site selection, protocol testing and research instrument development. Technical Report 495, Simon Fraser University, BC. Retrieved from: http://summit.sfu.ca/item/495Google Scholar
Chuah, S, Hoffmann, R., & Larner, J. (2013). Elicitation effects in a multi-stage bargaining experiment. Experimental Economics, 17, 335345.CrossRefGoogle Scholar
Chuah, S., Hoffmann, R., & Larner, J. (2016). Perceived intentionality in 2×2 experimental games. Bulletin of Economic Research, in press.CrossRefGoogle Scholar
Cover, T., & Thomas, J. (1991). Elements of information theory. New York, NY: John Wiley & Sons.Google Scholar
de Castell, S., Bojin, N., Campbell, S. R., et al. (2010). The eyes have it: Measuring spatial orientation in virtual worlds to explain gender differences in real ones. Technical Report, Simon Fraser University Library, Vancouver, BC.Google Scholar
de Castell, S., Jenson, J., Taylor, N., & Thumlert, K. (2014). Re-thinking foundations: Theoretical and methodological challenges (and opportunities) in virtual worlds research. Journal of Gaming & Virtual Worlds, 6, 1.Google Scholar
de Castell, S., Larios, H., Jenson, J., & Smith, D. H. (2015). The role of video game experience in spatial learning and memory. Journal of Gaming & Virtual Worlds, 7(1), 2140.Google Scholar
Dohmen, T., Falk, A., Huffman, D., Sunde, U., Schupp, J., & Wagner, G. G. (2011). Individual risk attitudes: Measurement, determinants and behavioral consequences. Journal of the European Economic Association, 9(3), 522550.CrossRefGoogle Scholar
Dunn, R. A., & Guadagno, R. E. (2012). My avatar and me: Gender and personality predictors of avatar-self discrepancy. Computers in Human Behavior, 28(1), 97106.Google Scholar
Eckel, Catherine C., & Grossman, P. J. (1996). Altruism in anonymous dictator games. Games and Economic Behavior, 16, 181191.Google Scholar
Flach, P., & Lachiche, N. (2001). Confirmation-guided discovery of first-order rules with Tertius. Machine Learning, 42(1/2), 6195.CrossRefGoogle Scholar
Grammer, K., Renninger, L., & Fischer, B. (2004). Disco clothing, female sexual motivation, and relationship status: Is she dressed to impress? Journal of Sex Research, 41(1), 6674.Google Scholar
Hall, M., Frank, E., Holmes, G., Pfahringer, B., Reutemann, P., & Witten, I. H. (2013). Weka 3: Data mining and open source machine learning software in Java.Google Scholar
Hartog, J., Ferrer-i-Carbonell, A., & Jonker, N. (2002). Linking measured risk aversion to individual characteristics. Kyklos, 55(1), 326.CrossRefGoogle Scholar
Helbok, C. M., Marinelli, R. P., & Walls, R. T. (2006). National survey of ethical practices across rural and urban communities. Professional Psychology: Research and Practice, 37(1), 3644.CrossRefGoogle Scholar
Hofstede, G. (2001). Culture's consequences: Comparing values, behaviors, institutions, and organizations across nations, 2nd edn. Thousand Oaks, CA: SAGE.Google Scholar
Hussain, Z., & Griffiths, M. D. (2008). Gender swapping and socializing in cyberspace: An exploratory study. CyberPsychology & Behavior, 11(1), 4753.CrossRefGoogle ScholarPubMed
Inglehart, R. (1997). Modernization and postmodernization: Cultural, economic, and political change in 43 societies. Princeton, NJ: Princeton University Press.Google Scholar
Jenson, J., Bergstrom, K., & de Castell, S. (2013). Playing ‘for Real’: A lab-based study of MMOGs. Selected Papers of Internet Research, 3.Google Scholar
Kennedy, T., Ratan, R. R., Kapoor, K., Pathak, N., Williams, D., & Srivastava, J. (2014). Predicting MMO player gender from in-game attributes using machine learning models. In Predicting real world behaviors from virtual world data (pp. 6984). Cham, Switzerland: Springer International Publishing.Google Scholar
Latour, B. (1992). Where are the missing masses? The sociology of a few mundane artifacts.” In Bilker, W. & Law, J. (eds.), Shaping technology/building society: Studies in sociotechnical change (pp. 225258). Cambridge, MA: MIT Press.Google Scholar
Latour, B. (2005). Reassembling the social: An introduction to actor–network theory. New York, NY: Oxford University Press.Google Scholar
Lawson, A., Leveque, K., Murray, J., Wang, W., Taylor, N., Jenson, J., & de Castell, S. (2012). Socio-linguistic factors and gender mapping across real and virtual world cultures. Advances in Design for Cross-Cultural Activities, 241.Google Scholar
Lawson, A., & Murray, J. (2014). Identifying user demographic traits through virtual-world language use. In Predicting real world behaviors from virtual world data (pp. 5767). Cham, Switzerland: Springer International Publishing.Google Scholar
Lejuez, C., Read, J., Kahler, C., Richards, J., Ramsey, S., Stuart, G., Strong, D., & Brown, R. (2002). Evaluation of a behavioral measure of risk taking: The balloon analogue risk task (BART), Journal of Experimental Psychology: Applied 8(2), 7584.Google Scholar
Massey, D. (1994). Space, place, and gender. Minneapolis, MN: University of Minnesota Press.Google Scholar
Murray, J., & Arns, D. (2012). Reynard VERUS Research Project – Final Report, US Air Force Research Laboratory, Wright-Patterson AFB OH, RY-WP-TR-2012–0286.Google Scholar
Murray, J, Chow, E., & Connolly, C. (2015). Something in the way we move: Quantifying patterns of exploration in virtual spaces. In Proceedings of Foundation of Digital Games Conference, Pacific Grove, CA.Google Scholar
Prensky, M. (2010). Teaching digital natives: Partnering for real learning. Thousand Oaks, CA: Gorwin.Google Scholar
Rosenfeld, L. B., & Plax, T. G. (1977). Clothing as communication. Journal of Communication 27 (2), 2431.Google Scholar
Symborski, C., Jackson, G. M., Barton, M., Cranmer, G., Raines, B., & Quinn, M. M. (2014). The use of social science methods to predict player characteristics from avatar observations. In Predicting real world behaviors from virtual world data (pp. 1937). Cham, Switzerland: Springer International Publishing.Google Scholar
Tanenbaum, J., Seif El-Nasr, M., & Nixon, M. (2014). Nonverbal communication in virtual worlds: Understanding and designing expressive characters. Pittsburgh, PA: ETC Press.Google Scholar
Taylor, N., de Castell, S., Jenson, J., & Humphrey, M. (2011). Modeling play: Re-casting expertise in MMOGs. In Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, August 10, 2011 (pp. 4953). New York, NY: ACM.Google Scholar
Taylor, N., Jenson, J., de Castell, S., & Dilouya, B. (2014). Public displays of play: Studying online games in physical settings. Journal of Computer-Mediated Communication, 19(4), 763779.Google Scholar
Trepte, S., & Reinecke, L. (2010). Avatar creation and video game enjoyment. Journal of Media Psychology, 22(4), 171184.Google Scholar
Weka data mining toolset. Machine Learning Group, University of Waikato, NZ. Retrieved from: www.cs.waikato.ac.nz/ml/weka/Google Scholar
Wong, N., Tang, A., Livingston, I., Gutwin, C., & Mandryk, R. (2009). Character sharing in World of Warcraft. In Proceedings of the 11th European Conference on Computer Supported Cooperative Work, September 7–11, 2009, Vienna, Austria.Google Scholar

References

Ahmad, M., Shen, C., Srivastava, J., & Contractor, N. (2014). Predicting real world behaviors from virtual world data. Springer Proceedings in Complexity. Cham, Switzerland: Springer International Publishing.Google Scholar
Ahmed, I., Pilny, A., Brown, C., Cai, D., Ada, Y., & Poole, M. S. (2011). Identification of groups in online environments: The twist and turns of grouping groups. In Proceedings of the 3rd IEEE International Conference on Social Computing (SocialCom2011), Boston, MA.Google Scholar
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353359.Google Scholar
Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Psychology, 53(1), 27.Google Scholar
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772.Google Scholar
Anderson, C. A., & Ford, C. M. (1986). Affect of the game player short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12(4), 390402.Google Scholar
Bandura, A. (1978). Social learning theory of aggression. Journal of Communication, 28(3), 1229.Google Scholar
Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. Personality and Social Psychology Bulletin, 31(11), 15731586.Google Scholar
Beleites, C., Neugebauer, U., Bocklitz, T., Krafft, C., & Popp, J. (2013). Sample size planning for classification models. Analytica Chimica Acta, 760, 2533.CrossRefGoogle ScholarPubMed
Berkowitz, L. (1984). Some effects of thoughts on anti-and prosocial influences of media events: A cognitive-neoassociation analysis. Psychological Bulletin, 95(3), 410.Google Scholar
Bjorkqvist, K., Lagerspetz, K. M., Osterman, K., & Kaukiainen, A. (1993). Styles of aggression and sex differences: A developmental theory. Aggressive Behavior, 19(1), 1112.Google Scholar
Bouckaert, R. R. (2008). Bayesian network classifiers in Weka for version 3–5–7. Artificial Intelligence Tools, 11(3), 369387.Google Scholar
Brown, C., Ahmed, I., Cai, D., Poole, M. S., Pilny, A., & Atouba, Y. (2012, July). Comparing the performance of group detection algorithm in serial and parallel processing environments. In Proceedings of the 1st Conference of the Extreme Science and Engineering Discovery Environment: Bridging from the eXtreme to the campus and beyond (p. 21). New York, NY: ACM Press.Google Scholar
Bushman, B. J., & Anderson, C. A. (2002). Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28(12), 16791686.Google Scholar
Bushman, B. J., & Huesmann, L. R. (2001). Effects of televised violence on aggression. In Singer, D. G & Singer, J. L. (eds.), Handbook of children and the media (pp. 223254). Thousand Oaks, CA: SAGE.Google Scholar
Buss, A. H., & Perry, M. (1992). The Aggression Questionnaire. Journal of Personality and Social Psychology, 63, 452459.Google Scholar
Cai, Y. D., Ahmed, I., Pilny, A., Brown, C., Atouba, Y., & Poole, M. S. (2013). SocialMapExplorer: Visualizing social networks of massively multiplayer online games in temporal-geographic space. In Proceedings of the Conference on Extreme Science and Engineering Discovery Environment: Gateway to Discovery (p. 18). New York, NY: ACM Press.Google Scholar
Caplan, S. E. (2005). A social skill account of problematic Internet use. Journal of Communication, 55(4), 721736.Google Scholar
Chawla, N. V., Bowyer, K. W., Hall, L. O., & Kegelmeyer, W. P. (2002). SMOTE: Synthetic minority over-sampling technique. Journal of Artificial Intelligence Research, 16, 321357.Google Scholar
Cooper, J., & Mackie, D. (1986). Video games and aggression in children. Journal of Applied Social Psychology, 16(8), 726744.Google Scholar
Crawford, G. (2012). Video gamers. New York, NY: Routledge.Google Scholar
Eisenberger, N. I., Way, B. M., Taylor, S. E., Welch, W. T., & Lieberman, M. D. (2007). Understanding genetic risk for aggression: Clues from the brain's response to social exclusion. Biological Psychiatry, 61(9), 11001108.Google Scholar
Farrington, D. P. (1989). Early predictors of adolescent aggression and adult violence. Violence and Victims, 4(2), 79100.Google Scholar
Ferguson, C. J., Averill, P. M., Rhoades, H., Rocha, D., Gruber, N. P., & Gummattira, P. (2005). Social isolation, impulsivity and depression as predictors of aggression in a psychiatric inpatient population. Psychiatric Quarterly, 76(2), 123137.Google Scholar
Gibb, G. D., Bailey, J. R., Lambirth, T. T., & Wilson, W. P. (1983). Personality differences between high and low electronic video game users. Journal of Psychology, 114(2), 159165.Google Scholar
Goldstein, J. S. (2001), War and gender: How gender shapes the war system and vice versa. New York, NY: Cambridge University Press.Google Scholar
Griebel, T. (2006). Self-portrayal in a simulated life: Projecting personality and values in The Sims 2. Game Studies, 6(1). Retrieved from: www.gamestudies.org/0601/articles/griebelGoogle Scholar
Gunn, E. A. A., Craenen, B. G. W., & Hart, E. (April 2009). A taxonomy of video games and AI. In AI and Games Symposium, AISB 2009 Convention, Edinburgh, Scotland (pp. 414).Google Scholar
Hall, M., Frank, E., Holmes, G., Pfahringer, B., Reutemann, P., & Witten, I. H. (2009). The WEKA data mining software: An update. ACM SIGKDD Explorations Newsletter, 11(1), 1018.CrossRefGoogle Scholar
Hartmann, T., & Klimmt, C. (2006). The influence of personality factors on computer game choice. In Vorderer, P & Bryant, J. (eds.), Playing video games: Motives, responses, and consequences (pp. 132152). New York, NY: Routledge.Google Scholar
Hew, K. F., & Cheung, W. S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 3355.Google Scholar
Hooper, D., Coughlan, J., & Mullen, M. (2008). Structural equation modeling: Guidelines for determining model fit. Electronic Journal of Business Research Methods, 6(1), 5360.Google Scholar
Huesmann, L. R., Eron, L. D., Lefkowitz, M. M., & Walder, L. O. (1984). Stability of aggression over time and generations. Developmental Psychology, 20(6), 1120.Google Scholar
Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence, 10(3), 337350.Google Scholar
Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior, 10(1), 133136.Google Scholar
Kay, S. R., Wolkenfeld, F., & Murrill, L. M. (1988). Profiles of aggression among psychiatric patients: II. Covariates and predictors. Journal of Nervous and Mental Disease, 176(9), 547557.Google Scholar
Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3), 212218.Google Scholar
Kinard, E. (1982). Experiencing child abuse: Effects on emotional adjustment. American Journal of Orthopsychiatry, 52(1), 82.CrossRefGoogle ScholarPubMed
Lightdale, J. R., & Prentice, D. A. (1994). Rethinking sex differences in aggression: Aggressive behaviour in the absence of social roles. Personality and Social Psychology Bulletin, 20, 3444.Google Scholar
Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & Behavior, 8(1), 1520.CrossRefGoogle ScholarPubMed
Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13(3), 313316.Google Scholar
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology & Behavior, 8(2), 110113.Google Scholar
Oldenburg, R. (1999). The great good place: Cafes, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community. Boston, MA: Da Capo Press.Google Scholar
Olweus, D. (1979). Stability of aggressive reaction patterns in males: A review. Psychological Bulletin, 86(4), 852.Google Scholar
Perron, B., & Wolf, M. J. (eds.). (2003). The video game theory reader. New York, NY: Routledge.Google Scholar
Quick, J. M., Atkinson, R. K., & Lin, L. (2012). Empirical taxonomies of gameplay enjoyment: Personality and video game preference. International Journal of Game-Based Learning (IJGBL), 2(3), 1131.Google Scholar
Quinlan, J. R. (1993). C4. 5: programs for machine learning, Vol. 1. San Mateo, CA: Morgan Kaufmann.Google Scholar
Scott, D. (1995). The effect of video games on feelings of aggression. The Journal of Psychology, 129(2), 121132.CrossRefGoogle ScholarPubMed
Shceck, K., Lee, D. Y., & Pyo, K. B. (2015). The relationship between the Five Factor Personality Model and motivations for play in MMORPGs. Indian Journal of Science and Technology, 8(21), 19.Google Scholar
Sherry, J. L. (2001). The effects of violent video games on aggression. Human Communication Research, 8(4), 453462.Google Scholar
Silvern, S. B., & Williamson, P. A. (1987). The effects of video game play on young children's aggression, fantasy, and prosocial behavior. Journal of Applied Developmental Psychology, 8(4), 453462.Google Scholar
Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), 885909.Google Scholar
Sundstrom, E., De Meuse, K. P., & Futrell, D. (1990). Work teams: Applications and effectiveness. American Psychologist, 45(2), 120.Google Scholar
Swaim, R. C., Henry, K. L., & Kelly, K. (2006). Predictors of aggressive behaviors among rural middle school youth. Journal of Primary Prevention, 27(3), 229243.Google Scholar
Tamborini, R., Eastin, M. S., Skalski, P., & Lachlan, K. (2004). Violent virtual video games and hostile thoughts. Journal of Broadcasting & Electronic Media, 48, 335.Google Scholar
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.Google Scholar
Teng, C. I. (2008). Personality differences between online game players and nonplayers in a student sample. Cyber Psychology & Behavior, 11(2), 232234.Google Scholar
Teng, C. I., Lo, S. K., & Wang, P. C. (2007). How to know and choose online games: Differences between current and potential players. Cyber Psychology & Behavior, 10(6), 837840.Google Scholar
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van DeMheen, D. (2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205212.Google Scholar
Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. Cyber Psychology & Behavior, 9(3), 317324.Google Scholar
Wiegman, O., & Schie, E. G. (1998). Video game playing and its relations with aggressive and prosocial behaviour. British Journal of Social Psychology, 37(3), 367378.Google Scholar
Williams, D., Contractor, N., Poole, M. S., Srivastava, J., & Cai, D. (2011). The virtual worlds exploratorium: Using large-scale data and computational techniques for communication research. Communication Methods and Measures, 5(2), 163180.Google Scholar
Worthington, R. L., & Whittaker, T. A. (2006). Scale development research a content analysis and recommendations for best practices. The Counseling Psychologist, 34(6), 806838.Google Scholar
Yee, N. (2006). Motivations for play in online games. Cyber Psychology & Behavior, 9(6), 772775.Google Scholar

References

Ang, C., & Zaphiris, P. (2010). Social roles of players in MMORPG guilds: A social network analytic perspective. Information, Communication & Society, 13(4), 592614.Google Scholar
Appel, L., Dadlani, P., Dwyer, M., Hampton, K., Kitzie, V., Matni, Z., Moore, P., & Teodoro, R. (2014). Testing the validity of social capital measures in the study of information and communication technologies. Information Communication & Society, 17(4), 398416.Google Scholar
Aristotle, . (2011). Aristotle's nicomachean ethics. Bartlett, R. C. & Collins, S. D., trans. Chicago, IL: The University of Chicago Press. (Original work published in 350 b.c.).Google Scholar
Baym, N. (2010). Personal connections in the digital age. Malden, MA: Polity Press.Google Scholar
Bergstrom, K. (2013). EVE Online Newbie Guides: Helpful information or gatekeeping mechanisms at work? In Selected papers of the 2013 Association of Internet Researchers Conference. (AOIR’14).Google Scholar
Bergstrom, K., Carter, M., Woodford, D., & Paul, C. (2013). Constructing the ideal EVE Online player. In Proceedings of the 2013 Digital Games Research Association Conference, August 26–29, 2013, Atlanta, GA.Google Scholar
Charmaz, K. (2006). Constructing grounded theory. Thousand Oaks, CA: SAGE.Google Scholar
Christou, G., Law, E., Zaphiris, P., & Ang, C. (2013). Challenges of designing for sociability to enhance player experience in massively multi-player online role-playing games. Behavior and Information Technology, 32(7), 724734.Google Scholar
Coleman, J. (1988). Social capital in the creation of human capital. American Journal of Sociology, 44 (Suppl.), S95S120.Google Scholar
Crawford, G., Gosling, V., & Light, B. (2011). The social and cultural significance of online gaming. In Crawford, G., Gosling, V., & Light, B. (eds.), Online gaming in context (pp. 322). New York, NY: Routledge.Google Scholar
Domahidi, E., Festl, R., & Quandt, T. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, 35, 107115.CrossRefGoogle Scholar
Ducheneaut, N., Moore, R. J., & Nickell, E. (2004). Designing for sociability in massively multiplayer games: An examination of the “third places” of SWG. In Proceedings of the Other Players Conference on Multiplayer Phenomena, December 6–8, 2004, Copenhagen; Denmark. Copenhagen: IT University of Copenhagen.Google Scholar
Ducheneaut, N., Moore, R. J., & Nickell, E. (2007). Virtual “third places”: A case study of sociability in massively multiplayer games. Computer Supported Cooperative Work, 16(1/2), 129167.Google Scholar
Ducheneaut, N., Nickell, E., Moore, R. J., & Yee, N. (2006). “Alone together?” Exploring the social dynamics of massively multiplayer online games. In Proceedings of Conference on Human Factors in Computing Systems (pp. 407416). New York, NY: ACM Press.Google Scholar
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2007). The life and death of online gaming communities: A look at guilds in World of Warcraft. In Proceedings of CHI 2007 (pp. 839848). New York, NY: ACM Press.Google Scholar
Graft, K. (2012, October 29). EVE Online and the meaning of sandbox. Gamasutra. Retrieved from: http://gamasutra.com/view/news/179811/EVE_Online_and_the_meaning_of_sandbox.phpGoogle Scholar
Granovetter, M. (1973). The strength of weak ties. American Journal of Sociology, 78(6), 13601380.Google Scholar
Lee, H. J., Choi, J., Kim, J. W., Park, S. J., & Gloor, P. (2013). Communication, opponents, and clan performance in online games: A social network approach. Cyberpsychology, Behavior & Social Networking, 16(12), 878883.CrossRefGoogle Scholar
Nardi, B. (2010). My life as a night elf priest: An anthropological account of World of Warcraft. Ann Arbor, MI: The University of Michigan Press.Google Scholar
Nardi, B., & Harris, J. (2006). Strangers and friends: Collaborative play in World of Warcraft. In Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, November 4–8, Banff, Alberta, Canada, 2006 (pp. 149158). New York, NY: ACM Press.Google Scholar
Oldenburg, R. (1989). The great good place: Cafes, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community. Cambridge, MA: Da Capo Press.Google Scholar
Park, J. J., Han, S. K., Won, M. K., & Na, Y. C. (2006). Communication supports for building world wide internet game communities. In Proceedings of Entertainment Computing, ICEC 2006 – 5th International Conference, September 20–22, Cambridge, UK (pp. 370373).Google Scholar
Paul, C. (2011). Don't play me: EVE Online, new players and rhetoric. In Proceedings of the 6th International Conference on Foundations of Digital Games (FDG’11) (pp. 262264). New York, NY: ACM Press.Google Scholar
Peña, J., & Hancock, J. (2006). An analysis of socioemotional and task communication in online multiplayer video games. Communication Research, 33(1), 92109.Google Scholar
Poisso, L. (2013, February 3). Guide to choosing the right style of guild. Engadget. Retrieved from: www.engadget.com/2013/02/04/guide-to-choosing-the-right-style-of-guild/Google Scholar
Putnam, R. (2000). Bowling alone. New York, NY: Simon & Schuster.Google Scholar
Ratan, R. A., Chung, J., Shen, C., Williams, D., & Poole, M. (2010). Schmoozing and smiting: Trust, social institutions, and communication patterns in an MMOG. Journal of Computer-Mediated Communication, 16(1), 93114.Google Scholar
Rawlins, W. K. (1992). Friendship matters: Communication, dialectics, and the life course. Hawthorne, NY: Aldine de Gruyter.Google Scholar
Reer, F., & Krämer, N. C. (2014). Underlying factors of social capital acquisition in the context of online-gaming: Comparing World of Warcraft and Counter-Strike. Computers in Human Behavior, 36, 179189.Google Scholar
Schiano, D. J., Nardi, B., Debeauvais, T., Ducheneaut, N., & Yee, N. (2014). The “lonely gamer” revisited. Entertainment Computing, 5(1), 6570.Google Scholar
Skoric, M. M., & Kwan, G. (2011). Platforms for mediated sociability and online social capital: The role of Facebook and massively multiplayer online games. Asian Journal of Communication, 21(5), 467484.Google Scholar
Spencer, L., & Pahl, R. (2006). Rethinking friendship: Hidden solidarities today. Princeton, NJ: Princeton University Press.Google Scholar
Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), 885909.Google Scholar
Taylor, T. L. (2008). How a PvP server, multinational player base, and surveillance mod scene caused me pause. In Corneliussen, H. G. and Walker-Rettberf, J. (eds.), Digital play and identity: A World of Warcraft reader (pp. 187202). Cambridge, MA: MIT Press.Google Scholar
Taylor, T. L. (2009). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.Google Scholar
Warmelink, H., & Siitonen, M. (2013). A decade of research into player communities in online games. Journal Of Gaming & Virtual Worlds, 5(3), 271.Google Scholar
Williams, D. (2006). Groups and goblins: The social and civic impact of an online game. Journal of Broadcasting & Electronic Media, 50(4), 651670.Google Scholar
Williams, D., Xiong, L., & Caplan, S. (2007). Can you hear me now? The impact of voice in an online gaming community. Human Communication Research, 33(4), 427449.Google Scholar
Williams, D., Xiong, L., Zhang, Y., Ducheneaut, N., Nickell, E., & Yee, N. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 338361.Google Scholar
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators & Virtual Environments, 15(3), 309329.Google Scholar

References

Anderson, T. L., & Emmers-Sommer, T. M. (2006). Predictors of relationship satisfaction in online romantic relationships. Communication Studies, 57, 153172.Google Scholar
Ayres, J. (1983). Strategies to maintain relationship: Their identification and perceived usage. Communication Quarterly, 31, 6267.Google Scholar
Bergstrom, K. (2009). Adventuring together: Exploring how couples use MMOs as part of their shared leisure time. MA thesis, University of Calgary.Google Scholar
Boeije, H. (2002). A purposeful approach to the constant comparative method in the analysis of qualitative interviews. Quality and Quantity, 36, 391409.Google Scholar
Canary, D. J., & Stafford, L. (1992). Relational maintenance strategies and equity in marriage. Communication Monographs, 59, 243266.Google Scholar
Canary, D. J., & Stafford, L. (2001). Equity in the preservation of personal relationships. In Harvey, J. & Wenzel, A. (eds.), Close romantic relationships (pp. 133152). Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Canary, D. J., Stafford, L., Hause, K. S., & Wallace, L. A. (1993). An inductive analysis of relational maintenance strategies: Comparisons among lovers, relatives, friends, and other. Communication Research Report, 10, 514.Google Scholar
Carlson, P. (2013, Sept. 12). New League of Legends video uses stats to show how “rage doesn't win games”. PC Gamer. Retrieved from: www.pcgamer.com/2013/09/12/new-league-of-legends-video-uses-stats-toshow-how-rage-doesnt-win-games/Google Scholar
Carr, D., & Oliver, M. (2009). Tanks, chauffeurs and backseat drivers: Competence in MMORPGs. Eludamos, 3(1), 4353. Retrieved from: www.eludamos.org/index.php/eludamos/article/viewArticle/56/107Google Scholar
Chory, R. M., & Banfield, S. (2009). Media dependence and relational maintenance in interpersonal relationships. Communication Reports, 22, 4153.Google Scholar
Dailey, R. M., Lee, C. M., & Spitzberg, B. H. (2007). Communicative aggression: Toward a more interactional view of psychological abuse. In Spitzberg, B. H. & Cupach, W. R. (eds.), The dark side of interpersonal communication (pp. 297326). Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Dainton, M., & Aylor, B. (2002). Patterns of communication channel use in the maintenance of long-distance relationships. Communication Research Reports, 19, 118129.Google Scholar
Dainton, M., & Gross, J. (2008). The use of negative behaviors to maintain relationships. Communication Research Reports, 25, 179191.Google Scholar
Dainton, M., & Stafford, L. (1993). Routine maintenance behaviors: A comparison of relationship type, partner similarity and sex differences. Journal of Social and Personal Relationships, 10, 255271.Google Scholar
Dindia, K., & Baxter, L. A. (1987). Strategies for maintaining and repairing marital relationships. Journal of Social and Personal Relationships, 4, 143158.Google Scholar
Dindia, K., & Canary, D. J. (1993). Definitions and theoretical perspectives on maintaining relationships. Journal of Social and Personal Relationships, 10, 163173.Google Scholar
Domahidi, E., Festl, R., & Quandt, T. (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, 35, 107115.Google Scholar
Entertainment Software Association. (2013). Essential Facts about the computer and video game industry report. Retrieved from: http://webcache.googleusercontent.com/search?q=cache:4RKJfYQV6YQJ: www.theesa.com/facts/pdfs/ESA_EF_2013.pdf±&cd=1&hl=en&ct=clnk&gl=us&client=firefox-aGoogle Scholar
Fletcher, G. J. O., Simpson, J. A., & Thomas, G. (2000). The measurement of perceived relationship quality components: A confirmatory factor analytic approach. Personality and Social Psychology Bulletin, 26, 340354.Google Scholar
Gottman, J. M. (1994). What predicts divorce? The relationship between marital processes and marital outcomes. Hillsdale, NJ: Lawrence Erlbaum Associates.Google Scholar
Houser, M., Fleuriest, C. & Estrada, D. (2012). The cyber factor: An analysis of relational maintenance through the use of computer mediated communication. Communication Research Reports, 29, 3443.Google Scholar
Huynh, K-P., Lim, S-W. & Skoric, M. M. (2013). Stepping out of the magic circle: Regulation of play/life boundary in MMO-mediated romantic relationship. Journal of Computer-Mediated Communication, 18, 251264.Google Scholar
Jenson, J., & de Castell, S. (2008). Theorizing gender and digital gameplay: Oversights, accidents and surprises. Eludamos. Journal for Computer Game Culture, 2, 1525.Google Scholar
Johnson, A. J., Haigh, M. M., Becker, J. A. H., Craig, E. A., & Wigley, S. (2008). College students’ use of relational management strategies in Email in longdistance and geographically close relationships. Journal of Computer-Mediated Communication, 13, 381404.Google Scholar
Jordan, N. (2014). World of warcraft: A family therapist's journey into scapegoated culture. The Qualitative Report, 19(31), 119. Retrieved from: http://proxying.lib.ncsu.edu/index.php?url=/docview/1552716842?accountid=12725Google Scholar
Kou, Y., & Nardi, B (2014). Governance in League of Legends: A hybrid system. In Proceedings from Foundation of Digital Games Conference, Fort Lauderdale, FL. Retrieved from: www.ics.uci.edu/~yubok/Kou_FDG2014_cameraready.pdfGoogle Scholar
Laliker, M. K., & Lannutti, P. J. (2014). Remapping the topography of couples’ daily interactions: electronic messages. Communication Research Reports, 31, 262271.Google Scholar
Leary, M. R., Springer, C., Negel, L., Ansell, E., & Evans, K. (1998). The causes, phenomenology, and consequences of hurt feelings. Journal of Personality and Social Psychology, 74, 12251237.Google Scholar
Ledbetter, A. M., & Kuznekoff, J. H. (2012). More than a game: Friendship relational maintenance and attitudes toward Xbox LIVE communication. Communication Research, 39, 269290.Google Scholar
Linderoth, J., Björk, S., & Olsson, C. (2014). Should I stay or should I go? A study of pickup groups in Left 4 Dead 2. Special Issue, Nordic DIGRA 2012, 1 (2). Retrieved from: http://todigra.org/index.php/todigra/article/view/15.Google Scholar
McManus, C. (2012, Oct. 12). League of Legends the world's ‘most played video game’. CNet. Retrieved from: http://news.cnet.com/8301-17938_105-57531578-1/leagueof-legends-the-worlds-most-played-video-game/Google Scholar
McWhertor, M. (2012, Oct. 13). The League of Legends team of scientists trying to cure ‘toxic behavior’ online. Polygon. Retrieved from: www.polygon.com/2012/10/17/3515178/the-league-of-legends-team-ofscientists-trying-to-cure-toxicGoogle Scholar
Meng, J., & Williams, D. (2012). Channel matters: Media multiplicity and social capital for multiplayer online battle gamers. In Proceedings from International Communication Association Conference. Phoenix, AZ.Google Scholar
Meng, J., Williams, D., & Shen, C. (2012). Who do you play with? Social capital and media multiplicity for online gamers. In Proceedings from International Communication Association Annual Conference, Phoenix, AZ.Google Scholar
Merolla, A. J. (2010). Relational maintenance during military deployment: Perspectives of wives of deployed US soldiers. Journal of Applied Communication Research, 38, 426.Google Scholar
Messman, S. J., Canary, D. J., & Hause, K. S. (2000). Motives to remain platonic, equity, and the use of maintenance strategies in opposite-sex friendships. Journal of Social and Personal Relationships, 17, 6794.Google Scholar
Mitchell, E. (1985). The dynamics of family interaction around home video games. Marriage & Family Review, 8, 121135. Retrieved from: http://dx.doi.org/10.1300/J002v08n01_10Google Scholar
Murray, J. M., Arns, D. C., Chesney, T., de Castell, S., Jenson, J., & Taylor, N. (2012). Reynard Verus Final Report. Prepared by SRI International for the Air Force Research Laboratory (AFRL-RY-2012-0286).Google Scholar
Nardi, B. (2010). My life as a Night Elf priest: An anthropological account of World of Warcraft. Ann Arbor, MI: University of Michigan Press.Google Scholar
Park, M. R. (2006). Personal relationships and personal networks. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Patton, M. Q. (2002). Qualitative research and evaluation methods. Thousand Oaks, CA: SAGE.Google Scholar
Pearce, C. (2009). Communities of play: Emergent cultures in multiplayer games and virtual worlds. Cambridge, MA: MIT Press.Google Scholar
Ratan, R., & Tsai, H. S. (2014). Dude, where's my Avacar? A mixed-method examination of communication in the driving context. Pervasive and Mobile Computing. doi: 10.1016/j.pmcj.2014.05.011Google Scholar
Shulman, N. (1975). Life-cycle variations in patterns of close relationships. Journal of Marriage and the Family, 37, 354356.Google Scholar
Sicart, M. (2011). Against procedurality. Game Studies, 11(3). Retrieved from: gamestudies.org/1103/articles/sicart_apGoogle Scholar
Sidelinger, R. J., Ayash, G., Godorhazy, A., & Tibbles, D. (2008). Couples go online: Relational maintenance behaviors and relational characteristics use in dating relationships. Human Communication: A Publication of the Pacific and Asian Communication Association, 11, 341356.Google Scholar
Stafford, L. (2005). Maintaining long-distance and cross-residential relationships. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Stafford, L. (2011). Measuring relationship maintenance behaviors: Critique and development of the revised relationship maintenance behavior scale. Journal of Social and Personal Relationships, 28, 278303.CrossRefGoogle Scholar
Stafford, L., Dainton, M. A., & Hass, S. (2000). Measuring routine and strategic relational maintenance: Scale revision, sex versus gender roles, and the prediction of relational characteristics. Communication Monographs, 37, 306323.Google Scholar
Tassi, P. (2014a, Jan. 27). Riot's ‘League of Legends’ reveals astonishing 27 million daily players, 67 million players monthly. Forbes. Retrieved from: www.forbes.com/sites/insertcoin/2014/01/27/riots-league-of-legendsreveals-astonishing-27-million-daily-players-67-million-monthly/Google Scholar
Tassi, P. (2014b, July 19). World of Warcraft’ still a $1B powerhouse even as subscription MMOs decline. Forbes. Retrieved from: www.forbes.com/sites /insertcoin /2014/07/ 19/world-of-warcraft-still-a-1b-powerhouse-even-assubscription-mmos-decline/Google Scholar
Taylor, N., de Castell, S., Jenson, J., & Humphrey, M. (2011). Modeling play: Re-casting expertise in MMOGs. In Proceedings of the SIGGRAPH2011 Conference, Vancouver, BC, August 8–10.Google Scholar
Taylor, N., Jenson, J., de Castell, S., & Dilouya, B. (2014). Public displays of play: Studying online games in physical settings. Journal of Computer-Mediated Communication, 19, 763779.Google Scholar
Taylor, T. L. (2006a). Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause. Games and Culture, 1, 318337.Google Scholar
Taylor, T. L. (2006b). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.Google Scholar
Taylor, T. L. (2009). The assemblage of play. Games and Culture, 4, 331339.Google Scholar
Vangelisti, A. (2011). Interpersonal processes in romantic relationships. In Knapp, M. L. & Daly, J. A. (eds.), Handbook of interpersonal communication (pp. 527562). Thousand Oaks, CA: SAGE.Google Scholar
Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for gender (LFG): Gender roles and behaviors among online gamers. Journal of Communication, 59, 700725.Google Scholar
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1, 338361.Google Scholar
Yee, N., Ducheneaut, N., Yao, M., & Nelson, L. (2011). Do men heal more when in drag? Conflicting identity cues between user and avatar. In Proceedings of ACM CHI ’11 Conference on Human Factors in Computing Systems (pp. 773776).Google Scholar

Save book to Kindle

To save this book to your Kindle, first ensure [email protected] is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×