2017
DOI: 10.1109/mce.2016.2614550
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World of Worry: Examining the dark side of World of Warcraft

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Cited by 3 publications
(5 citation statements)
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“…This particular player enters the story only once in order to disrupt the psychological rules of engagement within the neutral setting of the text-based story -a task which would not have been so easily executed in the live gaming world -and inadvertently establishes the storytelling boundaries (McMillan & Chavis, 1986). Turn 9 is the only direct reaction to the interruption in storytelling in turn 8, in the form of an out-of-character response noting that it is the nature of someone disruptive -a troll -to bring negativity to the community (Brown, 2017), highlighting players who belong and players who do not (McMillan & Chavis, 1986). This response emphasizes a supportive forum roleplaying community (Pretty, Bishop, Fisher & Sonn, 2007) and also acts as an indirect reinforcement of community boundaries.…”
Section: Findings and Discussionmentioning
confidence: 99%
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“…This particular player enters the story only once in order to disrupt the psychological rules of engagement within the neutral setting of the text-based story -a task which would not have been so easily executed in the live gaming world -and inadvertently establishes the storytelling boundaries (McMillan & Chavis, 1986). Turn 9 is the only direct reaction to the interruption in storytelling in turn 8, in the form of an out-of-character response noting that it is the nature of someone disruptive -a troll -to bring negativity to the community (Brown, 2017), highlighting players who belong and players who do not (McMillan & Chavis, 1986). This response emphasizes a supportive forum roleplaying community (Pretty, Bishop, Fisher & Sonn, 2007) and also acts as an indirect reinforcement of community boundaries.…”
Section: Findings and Discussionmentioning
confidence: 99%
“…In several instances of the examples from this study's Findings and Discussion, WoW players participate with the storytelling community through out-of-character comments and direct and indirect reminders to each other (through storytelling dialogue) about the "neutral" nature of the tavern setting. However, virtual gaming environments seem to have also inadvertently conceived communities steeped in damaging and destructive inclinations (Brown, 2017), and WoW's complicated virtual gaming community has pushed players to communicate outside of the game, through game-related blogs, forums and websites (Brown, 2017).…”
Section: Communities In World Of Warcraft®mentioning
confidence: 99%
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