2007 40th Annual Hawaii International Conference on System Sciences (HICSS'07) 2007
DOI: 10.1109/hicss.2007.71
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An Online Community as a New Tribalism: The World of Warcraft

Abstract: Massive, multiplayer online role-playing games foster rich social environments. Within the game, players can interact with other players, make friends, create and cultivate new online forms of community. Using participant observation and content analysis approaches, this study examines the World of Warcraft as an online community, and investigates the degree to which it exhibits characteristics of a new tribalism.

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Cited by 21 publications
(11 citation statements)
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“…They analyzed user interaction patterns, mainly gestures and utterances, and discussed how they were affected by the structure of the game. In [7], the authors believed it was important to study social interactions within the virtual communities. They examined the WoW as an online community, and investigated the degree to which it exhibits characteristics of a new tribalism.…”
Section: Players' Behaviors Analysismentioning
confidence: 99%
“…They analyzed user interaction patterns, mainly gestures and utterances, and discussed how they were affected by the structure of the game. In [7], the authors believed it was important to study social interactions within the virtual communities. They examined the WoW as an online community, and investigated the degree to which it exhibits characteristics of a new tribalism.…”
Section: Players' Behaviors Analysismentioning
confidence: 99%
“…The members who belong to the guild share information about games and regularly play games within a virtual community [6] [60]. Many MMORPGs offer guild-chatting or guild-messenger services to encourage guild members to actively communicate with each other [56]. Using adaptive structuration theory, Lee and Kwon [59] analyzed the influence of appropriation on performance in a MMORPG game.…”
Section: Mmorpg and Guildmentioning
confidence: 99%
“…A guild is sometimes also called a 'clan.' Many MMORPGs provide game players with both chatting and instant-guild-messenger services for better communication amongst the guild members [56]. Through an ethnographic approach involving WoW gamers, Williams et al [14] developed a typology of players and guilds to examine the social dynamics of guilds targeting Wow gamers.…”
Section: Mmorpg and Guildmentioning
confidence: 99%
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“…Online games like World of Warcraft [3] have become very popular with more than 9 million paying subscribers around the world (2007). Many new games support some kind of online functionality, and many online multiplayer gaming.…”
Section: Introductionmentioning
confidence: 99%