Network patterns and social architecture in Massively Multiplayer Online Games: Mapping the social world of EverQuest II

被引:29
作者
Shen, Cuihua [1 ]
机构
[1] Univ Texas Dallas, Sch Arts & Humanities, Emerging Media & Commun Program, Richardson, TX 75080 USA
基金
美国国家科学基金会;
关键词
Massively Multiplayer Online Game; network patterns; online games; sociability; social architecture; social networks; third places; INTERNET; GENDER;
D O I
10.1177/1461444813489507
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
This paper presents a critical examination of the social interactions among Massively Multiplayer Online Game (MMOG) participants. Drawing on the conceptual framework of third places and prior empirical studies, this study aims to map the social world of a popular MMOG, EverQuest II, primarily relying on unobtrusively collected behavioral server logs. Analysis of network patterns revealed that the social architecture of the world was quite effective in shaping the structure of interaction, as the involvement in various social networks was influenced by class choice and character level. However, sociability among players was quite diffuse, with a sizable number of players opting to play solo despite the built-in mechanisms that encourage collaborative play.
引用
收藏
页码:672 / 691
页数:20
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