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A study of the Massively Multiplayer...
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Otto, Richard Forbes.
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A study of the Massively Multiplayer Online Role Playing Game "Everquest". Can a virtual game world be a community? The voices of Netizens of Norrath.
Record Type:
Electronic resources : Monograph/item
Title/Author:
A study of the Massively Multiplayer Online Role Playing Game "Everquest". Can a virtual game world be a community? The voices of Netizens of Norrath./
Author:
Otto, Richard Forbes.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2007,
Description:
205 p.
Notes:
Source: Dissertations Abstracts International, Volume: 69-10, Section: A.
Contained By:
Dissertations Abstracts International69-10A.
Subject:
Cultural anthropology. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3293770
ISBN:
9780549380276
A study of the Massively Multiplayer Online Role Playing Game "Everquest". Can a virtual game world be a community? The voices of Netizens of Norrath.
Otto, Richard Forbes.
A study of the Massively Multiplayer Online Role Playing Game "Everquest". Can a virtual game world be a community? The voices of Netizens of Norrath.
- Ann Arbor : ProQuest Dissertations & Theses, 2007 - 205 p.
Source: Dissertations Abstracts International, Volume: 69-10, Section: A.
Thesis (Ph.D.)--The University of Memphis, 2007.
This item must not be sold to any third party vendors.
This dissertation presents the results of a qualitative phenomenology produced to explore the nature of community in the virtual game community Everquest, and the relationship between the participants' social networks and their perception of community in a virtual game world. Twenty-one participants were interviewed within the virtual game world Everquest, a Massively Multiplayer Online Role Playing Game. The results revealed that the participants believe that Everquest is a community, and that the aspects that one would associate with a physical life community are present in a virtual game community, except for the attendant implications of the lack of physicality in the virtual. In addition, the participants also discussed their views of their Everquest social networks, and the link between these networks and their perceptions of Everquest as a community. The majority of the participants had substantive relationships with other players while playing the game and spending time in Everquest, and in fact many of the participants decided to meet these other players in physical life, crossing the digital divide to meet face to face. For most of the participants, their time in Everquest was a very positive experience of enjoyment while playing the game, as well as socializing with players in and out of the game world. However, for some of the participants, there were some troubling aspects of their time in Everquest, with the potential for addiction and intensive play a concern raise by some. As a result of this research, a new classification system is proposed to augment the term virtual community to allow for more specificity as a result of the expansion in the number and types of virtual communities that now exist. In addition, the method of virtual interviews having proved successful in this environment may be of use to produce research into other areas of virtual community and other virtual worlds.
ISBN: 9780549380276Subjects--Topical Terms:
2122764
Cultural anthropology.
Subjects--Index Terms:
Community
A study of the Massively Multiplayer Online Role Playing Game "Everquest". Can a virtual game world be a community? The voices of Netizens of Norrath.
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This dissertation presents the results of a qualitative phenomenology produced to explore the nature of community in the virtual game community Everquest, and the relationship between the participants' social networks and their perception of community in a virtual game world. Twenty-one participants were interviewed within the virtual game world Everquest, a Massively Multiplayer Online Role Playing Game. The results revealed that the participants believe that Everquest is a community, and that the aspects that one would associate with a physical life community are present in a virtual game community, except for the attendant implications of the lack of physicality in the virtual. In addition, the participants also discussed their views of their Everquest social networks, and the link between these networks and their perceptions of Everquest as a community. The majority of the participants had substantive relationships with other players while playing the game and spending time in Everquest, and in fact many of the participants decided to meet these other players in physical life, crossing the digital divide to meet face to face. For most of the participants, their time in Everquest was a very positive experience of enjoyment while playing the game, as well as socializing with players in and out of the game world. However, for some of the participants, there were some troubling aspects of their time in Everquest, with the potential for addiction and intensive play a concern raise by some. As a result of this research, a new classification system is proposed to augment the term virtual community to allow for more specificity as a result of the expansion in the number and types of virtual communities that now exist. In addition, the method of virtual interviews having proved successful in this environment may be of use to produce research into other areas of virtual community and other virtual worlds.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3293770
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