2013
DOI: 10.1386/jgvw.5.3.271_1
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A decade of research into player communities in online games

Abstract: The social dynamics of player communities in online games have been the subject of much research during the last decade. Following a systematic review of empirical research publications from 2000–2010, this article synthesizes the key methods and concepts researchers have used to study and characterize player communities. It also synthesizes the key aspects and operationalizations researchers have concentrated on. The analysis shows that qualitative approaches have been more common than quantitative ones. The … Show more

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Cited by 8 publications
(6 citation statements)
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“…Some systematic reviews close to our topic have been conducted, for example in terms of online game communities (Warmelink and Siitonen 2013 ) and user participation in different online communities (Malinen 2015 ). However, our focus lies in the social aspects of the online gambling and monetary gaming phenomena.…”
Section: Introductionmentioning
confidence: 99%
“…Some systematic reviews close to our topic have been conducted, for example in terms of online game communities (Warmelink and Siitonen 2013 ) and user participation in different online communities (Malinen 2015 ). However, our focus lies in the social aspects of the online gambling and monetary gaming phenomena.…”
Section: Introductionmentioning
confidence: 99%
“…One can also find groups that were created to accommodate particular player needs such as odd work schedules and disabilities (Poisso, 2013). Lastly, it is common for guilds to be established around different in-game goals and playing preferences such as socializing, raiding, role-playing, or PvP 3 (Warmelink & Siitonen, 2013;Williams et al, 2006).…”
Section: Guilds Clans and Other Player Organizationsmentioning
confidence: 99%
“…Game studies have suggested that online gaming communities use novel organizational configurations (e.g. Castronova, 2005; Chen, Sun, & Hsieh, 2008; Taylor, 2009; Vesa, 2013; Warmelink & Siitonen, 2013; Williams et al, 2006). With millions of computers connected through the Internet it became possible to program persistent, virtual game worlds such as Azeroth of World of Warcraft or New Eden of EVE Online.…”
Section: Raiding As a Hybrid Contextmentioning
confidence: 99%