Academic literature on the topic 'Massively Multiplayer Online Worlds - MMOW'

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Journal articles on the topic "Massively Multiplayer Online Worlds - MMOW"

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Barnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (June 2010): 167–79. http://dx.doi.org/10.1037/a0019442.

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Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that players make when interacting with others. Furthermore, player-to-player interactions are examined in terms of in-game group formation and how efficient communication is imperative for goal achievement. The review also explores how leadership skills learned in-game may be transferred to real-world scenarios. The reasons why people play MMOs are examined in terms of player motivations and how aspects of game play may have both positive and negative consequences for a player's well-being. The latter half of the review describes how MMOs are used as afterschool virtual teaching environments where students can use aspects of game play to learn, for example, leadership qualities. The review concludes with recommendations for using MMOs as virtual laboratories to explore aspects of human behavior.
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Tang, Tiffany Y., Cheung Yiu Man, Chu Pok Hang, Lam Shiu Cheuk, Chan Wai Kwong, Yiu Chung Chi, Ho Ka Fai, and Sit Kam. "A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/619108.

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Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness inLastWorldandFairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map) have been fully exploited by players. In addition, those players who areawareof these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.
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Turitsyn, Dmitry. "Real law of virtual worlds: russian approach to regulating contractual relations between a player and an operator of multiplayer online game." SHS Web of Conferences 106 (2021): 02003. http://dx.doi.org/10.1051/shsconf/202110602003.

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The widespread dissemination of Massively Multiplayer Online (MMO) games causes new problems not only in the technical field, but also in the field of law. A number of countries have successfully implemented provisions in their legislation governing the legal relationship between players and distributors of online games. However, most states have left this question unresolved. Based on the real cases, this article examines the judicial practice of resolving disputes between players and operators of MMO games in the Russian Federation. The author shows a real picture of the current state of contract law governing relations in the field of the gaming industry and the position of courts in this matter. It substantiated the conclusion on the duality of approaches to solving the question of the nature of contractual relations depending on the subject going to court in Russia. It shows the imperfection of Russian civil law in this area.
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Symborski, Carl. "Scalable User Content Distribution for Massively Multiplayer Online Worlds." Computer 41, no. 9 (September 2008): 38–44. http://dx.doi.org/10.1109/mc.2008.397.

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Moore, Robert J., Nicolas Ducheneaut, and Eric Nickell. "Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds." Computer Supported Cooperative Work (CSCW) 16, no. 3 (June 10, 2006): 265–305. http://dx.doi.org/10.1007/s10606-006-9021-4.

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Bainbridge, William Sims. "Massively Multi-Agent Simulations of Religion." Journal of Cognition and Culture 18, no. 5 (November 28, 2018): 565–86. http://dx.doi.org/10.1163/15685373-12340044.

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AbstractMassively multiplayer online (MMO) games are not merely electronic communication systems based on computational databases, but also include artificial intelligence that possesses complex, dynamic structure. Each visible action taken by a component of the multi-agent system appears simple, but is supported by vastly more sophisticated invisible processes. A rough outline of the typical hierarchy has four levels: (1) interaction between two individuals, each either human or artificial, (2) conflict between teams of agents who cooperate with fellow team members, (3) enduring social-cultural groups that seek to accomplish shared goals, and (4) large-scale cultural traditions, often separated into virtual geographic regions. In many MMOs, both magic and religion are represented, in ways that harmonize with a social-scientific theory that defines them in terms of specific versus general psychological compensators. This article draws empirical examples from five diverse MMOs: Dark Age of Camelot, Dungeons and Dragons Online, World of Warcraft, A Tale in the Desert and Gods and Heroes.
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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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Grimes, Galen, and Michael Bartolacci. "Second Life." International Journal of Interdisciplinary Telecommunications and Networking 2, no. 4 (October 2010): 60–64. http://dx.doi.org/10.4018/jitn.2010100105.

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Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.
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YANG, YAN-HONG, MING-XIA LI, WEI-XING ZHOU, and H. EUGENE STANLEY. "NON-POISSON DONATION BEHAVIORS IN VIRTUAL WORLDS." Fractals 27, no. 04 (June 2019): 1950061. http://dx.doi.org/10.1142/s0218348x19500610.

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Similar to charitable giving in real world, donation behaviors play an important role in the complex interactions among individuals in virtual worlds. However, it is not clear if the donation process is random or not. We investigate this problem using detailed data from parallel virtual worlds adhered to a massively multiplayer online role-playing game. We find that the inter-donation durations follow power-law-tailed distributions distributed with an average tail exponent close to 1.91, have strong long-range correlations, and possess multifractal features. These findings indicate that the donation process is non-Poissonian, which has potential worth in modeling the complicated individual behaviors in virtual worlds.
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Scriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (November 5, 2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.

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This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal “Other.” In discussing these issues using the vocabulary of Schutz’s phenomenology, this article attempts to clarify some key concepts to contribute to a useful framework for conducting social research in computer game worlds. This article examines how the transcendent nature of online social experiences in game environments like World of Warcraft contribute to a distinct context of meaning. An understanding of the ways in which social game worlds can be constituted as sites of unique experience may be useful for researchers wishing to examine these spaces from ethnographic or similar perspectives.
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Dissertations / Theses on the topic "Massively Multiplayer Online Worlds - MMOW"

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Santos, Marcelo Anderson Batista dos. "SIMP2P : uma estratégia P2P de distribuição de texturas em mundos virtuais 3D." reponame:Repositório Institucional da UFABC, 2011.

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Bilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Pearce, Celia; Committee Member: Burnett, Rebecca; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Ponsford, Matthew J. "The Mutual Interaction of Online and Offline Identities in Massively Multiplayer Online Communities: A Study of EVE Online Players." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1480426506465534.

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Stensson, Einar. "The Social Structure of Massive Multiplayer Online Communities : Investigating the social network of a World of Warcraft guild." Thesis, Stockholm University, Stockholm University, Department of Sociology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-28516.

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The growing role of communication using computers in people’s everyday lives is reflected by the debates about massive multiplayer online role playing games (MMOs) like World of Warcraft and the Internet as a whole. While people may be driven by the same psychological drives that have spurred interaction between people in the past, this interaction is increasingly facilitated with the use of computer mediated communication (CMC). Can strong relations form between people that are separated by great distances in space using CMC? The presence of strong relations in MMOs could open the possibility for MMO communities to thrive.

A social network analysis of a MMO guild with 50 members was conducted using an online survey, which produced a non-response rate of 50 percent. Participants were asked about their age, the time they had spent in the guild and their gender in order to explain the social structure of the networks. They were then asked to state the strength of their relations with each of the other members of the guild on a scale from ―one, neutral‖ to ―five, strong friendship‖. The social network analysis program Pajek was used to investigate the characteristics of the social network using so called sociograms.

The essay concludes that numerous strong relations exist within the guild and that a long time spent in the guild increases the number of strong relations a guild member has. The results show that guilds may form the cohesive backbone of MMO communities and proposes that future research be conducted on the brokerage between guilds in MMO communities in order to produce a comprehensive view of the social structure of MMO communities.

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Jakobsson, Mikael. "Virtual worlds and social interaction design." Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.

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This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.

I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld.

I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance.

As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism.

I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process.

In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.

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Book chapters on the topic "Massively Multiplayer Online Worlds - MMOW"

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Ducheneaut, Nicolas. "Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls." In Online Worlds: Convergence of the Real and the Virtual, 135–45. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-825-4_11.

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Boyns, David. "The Savory Deviant Delight." In Trust and Technology in a Ubiquitous Modern Environment, 71–90. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-901-9.ch005.

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Massively Multiplayer Online worlds (MMOs), like World of Warcraft (WoW) have been established as increasingly prominent, technologically-based communities. Because MMOs require high-levels of cooperative activity, and are organized in an anonymous, virtual space, the establishment of a normative order among participants is essential. Trust is a key component of that normative order. This study examines trust and normative order among WoW game-players, and is based upon an ethnographic analysis of the gaming community. The results identify four primary techniques of normative order maintenance that are both formally institutionalized in the game, and informally organized within the player community itself. Trust is identified as a key resource through which players manage the uncertainties of their technologically-based community, and maintain the integrity of WoW’s normative order. The study concludes that the construction of a normative order within online worlds is crucial and that trust plays an important role in their stability.
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Humphreys, Sal. "You're in My World Now. Ownership and Access in the Proprietary Community of an MMOG." In Information Communication Technologies and Emerging Business Strategies, 76–96. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-234-3.ch005.

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This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control, and regulation used for more conventional media products. It examines how the interactive structures of games cast players as producers of content, not merely consumers. This productive role creates a distributed production network that challenges the ideas of authorship which underpin copyright and intellectual property. The role of the publishers is shown to encompass community as well as intellectual property management. The communities generated within these games are a key source of economic benefit to the publishers. The contract that determines the conditions of access and the forms of governance inside proprietary worlds is considered in light of this newly intensified relationship between commerce and community. Questions are raised about the accountability of publishers, the role of the market, and the state in determining conditions of access.
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Shahrokni, Seyed Abdollah. "Multiplayer Online Game Research." In Overcoming Fieldwork Challenges in Social Science and Higher Education Research, 243–66. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5826-3.ch011.

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This chapter explains the process of collecting data for an ethnographic case study in a Massively Multiplayer Online Role-playing Game (MMOG) called Stronghold Kingdoms, describing the methodological aspects of the study such as the research site, participants, data collection sources, and analysis. Further, the chapter explains the challenges encountered while conducting the study, including entering and becoming a member of the game community, data collection and analysis in an ever-changing world, being a participant-observer and the risk of going native, and participant attrition. Finally, the chapter provides some solutions and recommendations for researchers interested in conducting studies in MMOG settings.
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Betts, Anastasia Lynn, and Meagan K. Rothschild. "Massively Multiplayer Online Games as Spaces for Metacognition and Self-Regulated Learning." In Global Perspectives on Gameful and Playful Teaching and Learning, 78–104. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2015-4.ch004.

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Metacognition, or the ability to be consciously and intentionally aware of one's thinking and the ways in which one's thinking impacts one's learning, has been shown in the research to be a critical component of learners' abilities to learn effectively. One area of research on metacognition has focused on the role of metacognition in video games, specifically in massively multiplayer online games, known as MMOs. Through examples of metacognition in a popular video game such as World of Warcraft or in Adventure Academy, a new educational MMO for children ages 8–13 years old, this chapter highlights the ways in which MMOs can act as spaces that support the development of metacognitive behaviors through the components of planning, monitoring, control, and evaluation, toward improving learning overall.
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Mena, Ricardo Javier Rademacher. "The Quest for a Massively Multiplayer Online Game that Teaches Physics." In Gamification, 930–55. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch046.

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The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.
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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." In Evolving Developments in Grid and Cloud Computing, 144–55. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0056-0.ch010.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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Simão de Vasconcellos, Marcelo, and Inesita Soares de Araújo. "Massively Multiplayer Online Role Playing Games for Health Communication in Brazil." In Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare, 294–312. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3673-6.ch018.

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Video games’ potential for gathering interest from children and adults originated many serious games to communicate, inform, teach, and train. MMORPGs may have even more potential, since they create a shared communication space where players can interact with each other. In Brazil, public Health Communication is a major area of concern, since there is a large population who needs information about health. Much of the communication initiatives come from dated models and are too normative, unable to attend population adequately. This chapter presents first reflections about the main advantages of applying MMORPGs for public Health Communication, using Mediations Theory as a starting point to look into these games’ characteristics. This perspective reveals that, in addition to engagement created by their interactive nature, MMORPGs’ social characteristics are particularly useful for building Brazilian Health Communication current aspirations: creating instances for hearing population, granting them active voice and enhancing their participation in developing public health policies.
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Ducheneaut, Nicolas. "Collective Solitude and Social Networks in World of Warcraft." In Social Networking Communities and E-Dating Services, 78–100. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-104-9.ch005.

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This chapter investigates the nature and structure of social networks formed between the players of massively multiplayer online games (MMOGs), an incredibly popular form of Internet-based entertainment attracting millions of subscribers. To do so, we use data collected about the behavior of more than 300,000 characters in World of Warcraft (the most popular MMOG in America). We show that these social networks are often sparse and that most players spend time in the game experiencing a form of “collective solitude”: they play surrounded by, but not necessarily with, other players. We also show that the most successful player groups are analogous to the organic, team-based forms of organization that are prevalent in today’s workplace. Based on these findings, we discuss the relationship between online social networks and “real-world” behavior in organizations in more depth.
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Wolfenstein, Moses. "Digital Structures and the Future of Online Leadership." In Immersive Environments, Augmented Realities, and Virtual Worlds, 257–79. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2670-6.ch015.

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This chapter discusses findings from a study that looked at organizational leadership in the massively multiplayer online game World of Warcraft® in an attempt to inform the future of leadership in schools and other online and blended learning organizations. After offering a general orientation to the game world and the original study, this chapter delineates the ways in which studying virtual worlds of this sort can and cannot inform theory and practice of instructional leadership. It then examines the organizational leadership and learning cycle that emerged in the original study. Finally, it considers implications from the research for instructional and organizational leadership in a data rich environment.
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Conference papers on the topic "Massively Multiplayer Online Worlds - MMOW"

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Lang, Tobias, Blair MacIntyre, and Iker Jamardo Zugaza. "Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences." In 2008 IEEE Virtual Reality Conference. IEEE, 2008. http://dx.doi.org/10.1109/vr.2008.4480752.

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Voulgari, Iro, and Vassilis Komis. "On Studying Collaborative Learning Interactions in Massively Multiplayer Online Games." In 2011 3rd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011). IEEE, 2011. http://dx.doi.org/10.1109/vs-games.2011.36.

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Nevelsteen, Kim, Theo Kanter, and Rahim Rahmani. "Comparing properties of massively multiplayer online worlds and the Internet of Things." In 2016 IEEE Symposium on Computers and Communication (ISCC). IEEE, 2016. http://dx.doi.org/10.1109/iscc.2016.7543704.

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Kongmee, Isara, Rebecca Strachan, Alison Pickard, and Catherine Montgomery. "Moving between virtual and real worlds: Second language learning through Massively Multiplayer Online Role Playing Games (MMORPGs)." In 2011 3rd Computer Science and Electronic Engineering Conference (CEEC). IEEE, 2011. http://dx.doi.org/10.1109/ceec.2011.5995817.

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