Lin Holin Sun Chuen-Tsai Tinn Hong-Hong
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up
Virtual online gaming clan organizations are used to analyze social grouping and cooperation within competitive gaming communities. Participants from two popular massive multi-player online role-playing games (MMORPGs) in Taiwan were interviewed to collect data on the social dynamics of gamer networks in virtual worlds. Our essential argument is that joining online clans involves costs and risks, yet the “law-of-the-jungle” nature of the gaming world and the interdependent role structure of most game designs encourage the formation of gaming groups. Players commonly establish clans consisting of individuals from their off-line networks in order to reduce the risk of cooperating with strangers. A typical portrait of careless and vulnerable teenage gamers is found unsound.
The unbound network of product and service interaction of the MMOG industry: with a case study of China
Ström Patrik Ernkvist Mirko
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
The paper explores the MMOG industry from a network perspective. The aim is to make a theoretical contribution of how this rapidly growing sector can be conceptualized by using a relational and spatial framework from economic geography and international business. Additionally, the paper uses the case of China to show how the theoretical model can be utilized in an empirical context.