Social Interaction In MMORPGs
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Social Interaction In MMORPGs
Social interactions in MMORPGS take the form of in-game communication, virtual behaviors, and the development of interpersonal and group relationships. In ''massive multiplayer online role-playing games'' (MMORPGs), cooperation between players to accomplish difficult tasks is often an integral mechanic of gameplay, and organized groups of players, often called guilds, clans, or factions, emerge. Sometimes the relationships players from within the game spill over into friendships or romantic relationships in the material world. In other instances, romantic partners and groups of material world friends find that playing together strengthens their bonds. Avatars and communication MMORPG players take on an avatar, a humanoid graphical representation of themselves, in the game. Players usually have great latitude in designing the physical appearance, gender, and race of their avatar. Players also select their role, profession or class, each of which comes with its own set of strengths an ...
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MMORPG
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player character, character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions. MMORPGs are distinguished from Online game, single-player or small Multiplayer online game, multi-player online RPGs by the number of players able to interact together, and by the game's persistent world (usually hosted by the game's video game publisher, publisher), which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 ...
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Clan (computer Gaming)
In video games, a clan, community, guild or faction is an organized group of video game players that regularly play together in one or more multiplayer games. Many clans take part in gaming competitions, but some clans are just small gaming squads consisting of friends. These squads range from groups of a few friends to four-thousand plus person organizations, with a broad range of structures, goals and members. The lifespan of a clan also varies considerably, from a few weeks to over a decade. Numerous clans exist for nearly every online game available today, notably in first-person shooters (FPS), massively multiplayer games (MMO), role-playing video games (RPG), and strategy games. There are also meta-groups that span a wide variety of games. Some clans formed by groups of players have grown into multi-million dollar professional esports teams. Many clans on Xbox One, PlayStation 4, and computers have official clan websites with forums to interact and discuss many topics with th ...
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Internet Friendship
An internet relationship is a relationship between people who have met online, and in many cases know each other only via the Internet. Online relationships are similar in many ways to pen pal relationships. This relationship can be romantic, platonic, or even based on business affairs. An internet relationship (or online relationship) is generally sustained for a certain amount of time before being titled a relationship, just as in-person relationships. The major difference here is that an internet relationship is sustained via computer or online service, and the individuals in the relationship may or may not ever meet each other in person. Otherwise, the term is quite broad and can include relationships based upon text, video, audio, or even virtual character. This relationship can be between people in different regions, different countries, different sides of the world, or even people who reside in the same area but do not communicate in person. Technological advances According ...
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Online Dating Service
Online dating, also known as Internet dating, Virtual dating, or Mobile app dating, is a relatively recent method used by people with a goal of searching for and interacting with potential romantic or sexual partners, via the internet. An online dating service is a company that promotes and provides specific mechanisms for the practice of online dating, generally in the form of dedicated websites or software applications accessible on personal computers or mobile devices connected to the internet. A wide variety of Moderation system, unmoderated matchmaking services, most of which are User profile, profile-based with various communication functionalities, is offered by such companies. Online dating services allow users to become "members" by creating a profile and uploading personal information including (but not limited to) age, gender, sexual orientation, location, and appearance. Most services also encourage members to add photos or videos to their profile. Once a profile has ...
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Avatar (computing)
In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook, or a virtual character that diverge ...
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Nick Yee
Nick Yee is an American researcher who studies self-representation and social interaction in virtual environments. Biography Yee earned his bachelor's degree in psychology from Haverford College (with a concentration in computer science) and received his Ph.D. in communication from Stanford University in 2007. He is a research scientist at the Palo Alto Research Center in California. The Daedalus Project, his research into the psychology and sociology of MMORPGs, has collected survey data from over 40,000 game players. The research that has resulted from these interviews has been cited extensively by game scholars, game developers, and popular media. Yee's research has appeared in ''The New York Times'', ''The Wall Street Journal'', ''BusinessWeek'', and ''CNN International CNN International (CNNI, simply branded on-air as CNN) is an international television channel that is owned by CNN Global. CNN International carries news-related programming worldwide; it cooperates wi ...
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Frontline (U
Front line refers to the forward-most forces on a battlefield. Front line, front lines or variants may also refer to: Books and publications * ''Front Lines'' (novel), young adult historical novel by American author Michael Grant * ''Frontlines series'', a novel series by Marko Kloos * ''Frontline'' (journal), journal produced in support of the Scottish Socialist Party * ''Frontline'' (magazine), English-language Indian news magazine * ''Frontline Combat'', 1950s war comic anthology * ''Front Line'', fictional Marvel Comics newspaper that eventually replaced the ''Daily Bugle'' * '' Civil War: Front Line'', comic book series (2006–2007) Film and television Film * ''Front Line'' (film), 1981 documentary * ''The Front Line'' (2006 film), Irish thriller * ''The Front Line'' (2009 film), Italian crime drama * ''The Front Line'' (2011 film), Korean war drama Television * ''Frontline'' (Australian TV series), 1990s satirical series * ''Frontline'' (American TV program) , ...
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Video Game Addiction
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming. The World Health Organization included gaming disorder in the 11th revision of its International Classification of Diseases (ICD). Material was copied from this source, w ...
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Genders
Gender is the range of characteristics pertaining to femininity and masculinity and differentiating between them. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender identity. Most cultures use a gender binary, in which gender is divided into two categories, and people are considered part of one or the other (boys/men and girls/women);Kevin L. Nadal, ''The SAGE Encyclopedia of Psychology and Gender'' (2017, ), page 401: "Most cultures currently construct their societies based on the understanding of gender binary—the two gender categorizations (male and female). Such societies divide their population based on biological sex assigned to individuals at birth to begin the process of gender socialization." those who are outside these groups may fall under the umbrella term ''non-binary''. Some societies have specific genders besides "man" and "woman", such as the hijras of South Asia; these are often referred to as ''third gende ...
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Gender Roles
A gender role, also known as a sex role, is a social role encompassing a range of behaviors and attitudes that are generally considered acceptable, appropriate, or desirable for a person based on that person's sex. Gender roles are usually centered on conceptions of masculinity and femininity, although there are exceptions and variations. The specifics regarding these gendered expectations may vary among cultures, while other characteristics may be common throughout a range of cultures. In addition, gender roles (and perceived gender roles) vary based on a person's race or ethnicity. Gender roles influence a wide range of human behavior, often including the clothing a person chooses to wear, the profession a person pursues, the personal relationships a person enters, and how they behave within those relationships. Although gender roles have evolved and expanded, they traditionally keep women in the "private" sphere, and men in the "public" sphere. Various groups, most notab ...
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Identity Tourism
Identity tourism may refer to the act of assuming a racial, ethnic, socioeconomic, sexual or gender identity for recreational purposes, or the construction of cultural identities and re-examination of one’s ethnic and cultural heritage from what tourism offers its patrons. Research dates back to a 1984 special issue of ''Annals of Tourism Research'' guest edited by Pierre L. van den Berghe and Charles F. Keyes. This volume examined the ways in which tourism intersects with the (re-)formation and revision of various forms of identity, particularly ethnic and cultural identities. Since that time, various scholars have examined the intersection between dimensions of identity and tourism. The way people construct and re-examine their ethnic and cultural heritage today is mainly through the internet. Introduction of the internet has introduced a radical way for tourists to enjoy the experience. Through the Internet of Things, tourism has leaped to the next big step. Social media is now ...
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