Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/2441776.2441822acmconferencesArticle/Chapter ViewAbstractPublication PagescscwConference Proceedingsconference-collections
research-article

Functional or social?: exploring teams in online games

Published: 23 February 2013 Publication History

Abstract

Team collaboration in multi-player online games provides opportunities for players to interact with each other. Facilitating teams has become one of the main design principles to increase social activities. However, there is no research evidence that collaborating on tasks in game teams can produce the desired relational outcome. This paper examines more than half a million solo and team activities during a week in Dragon Nest, an MMO game. We measure the degree of team engagement using the percentage of time played in teams and the percentage of play with repeated teammates, and we then identify different types of players using this. The results show that solo players and team players are two distinct populations and they are highly predictable based on players' in-game status. Moreover, we find that spending more time in teams does not always lead to more social interactions. The interviews with players are conducted to validate the findings.

References

[1]
Corman, S. R., Scott, C. R., Perceived Networks, Activity Foci, and Observable Communication in Social Collectives, Communication Theory 4 (3) (1994) 171--190.
[2]
Crowston, K., Howison, J., Masango, C., Eseryel, U. Y., The Role of Face-to-Face Meetings in Technology-Supported Self-Organizing Distributed Teams, IEEE Trans. Prof. Commun. 50 (3) (2007) 185--203.
[3]
Ducheneaut, N., Yee, N., Nickell, E., Moore, R. J., "Alone together?": exploring the social dynamics of massively multiplayer online games, In Proc. CHI 2006.
[4]
Engeström, Y., Engeström, R., Vähäaho, T., When the center doesn't hold: The importance of knotworking, in: S. Chaiklin, M. Hedegaard, U. Jensen, (Eds.), Activity Theory and Social Practice, AarhusPress, Denmark, 1999.
[5]
Feld, S. L., The Focused Organization of Social Ties, The American Journal of Sociology 86 (5) (1981) 1015--103
[6]
Hahn, J., Moon, J. Y., Zhang, C., Emergence of New Project Teams from Open Source Software Developer Networks: Impact of Prior Collaboration Ties, Information Systems Research 19 (3) (2008) 369--391.
[7]
Jones, B. F., Wuchty, S., Uzzi, B., Multi-University Research Teams: Shifting Impact, Geography, and Stratification in Science, Science 322 (2008) 1259--1262.
[8]
Maznevski, M. L., Chudoba, K. M., Bridging space over time: Global virtual team dynamics and effectiveness, Org. Sci. 11 (2000) 473--492.
[9]
McEwan, G., Gutwin, C., Mandryk, R. L., Nacke, L., "I'm just here to play games": social dynamics and sociality in an online game site, In Proc. CSCW 2012.
[10]
McPhee, R. D., Corman, S. R., An activity-based theory of communication networks in organizations, Commun. Monogr. 62 (2) (1995) 132--151.
[11]
1Nardi, B., Harris, J., Strangers and friends: collaborative play in world of warcraft, In Proc. CSCW 2006.
[12]
Root, N. (2011, Augest 27). Breakfast Topic: Are you a solo player? Available: http://wow.joystiq.com/2011/07/31/breakfast-topic-are-you-a-solo-player/
[13]
Schiller, S. Z., Mandviwalla, M., Virtual Team Research: An Analysis of Theory Use and a Framework for Theory Appropriation, Small Group Research 38 (1) (2007) 12--59.
[14]
Sennett, R., The Corrosion of Character: The Personal Consequences of Work in the New Capitalism W. W. Norton & Company, New York/London, 1998.
[15]
Tönnies, F., Gemeinschaft und Gesellschaft: Studien zu Gemeinschaft und Gesellschaft, VS Verlag für Sozialwissenschaften, 2012, pp. 213--219.
[16]
Trepte, S., Reinecke, L., Juechems, K., The social side of gaming: How playing online computer games creates online and offline social support, Computers in Human Behavior 28 (2012) 832--839.
[17]
Vogiazou, Y., Eisenstadt, M., Designing multiplayer games to facilitate emergent social behaviours online, Interactive Technology and Smart Education 2 (2) (2005) 117 - 130.
[18]
Williams, A., After Blogger's Plane Crash, Virtual Becomes Personal, in The New York Times, ed, 2008.
[19]
Wittel, A., Toward a Network Sociality, Theory, Culture & Society 18 (6) (2001) 51--76.
[20]
Xu, Y., Cao, X., Sellen, A., Herbrich, R., Graepel, T., Sociable killers: understanding social relationships in an online first-person shooter game, In Proc. CSCW 2011, ACM Press.
[21]
Yee, N., Motivations for play in online games, Cyberpsychology and Behavior 9 (6) (2006) 772--5.

Cited By

View all
  • (2024)Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36869928:CSCW2(1-28)Online publication date: 8-Nov-2024
  • (2024)Games and Play SIG at CSCW: Approaching Games Research from a CSCW PerspectiveCompanion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing10.1145/3678884.3687144(666-668)Online publication date: 11-Nov-2024
  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • Show More Cited By

Index Terms

  1. Functional or social?: exploring teams in online games

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CSCW '13: Proceedings of the 2013 conference on Computer supported cooperative work
    February 2013
    1594 pages
    ISBN:9781450313315
    DOI:10.1145/2441776
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 23 February 2013

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. mmorpg
    2. network sociality
    3. online games
    4. solo player
    5. team collaboration
    6. team engagement

    Qualifiers

    • Research-article

    Conference

    CSCW '13
    Sponsor:
    CSCW '13: Computer Supported Cooperative Work
    February 23 - 27, 2013
    Texas, San Antonio, USA

    Acceptance Rates

    Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

    Upcoming Conference

    CSCW '25

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)24
    • Downloads (Last 6 weeks)3
    Reflects downloads up to 23 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36869928:CSCW2(1-28)Online publication date: 8-Nov-2024
    • (2024)Games and Play SIG at CSCW: Approaching Games Research from a CSCW PerspectiveCompanion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing10.1145/3678884.3687144(666-668)Online publication date: 11-Nov-2024
    • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
    • (2022)Pokémon GO with Social Distancing: Social Media Analysis of Players' Experiences with Location-based GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495126:CHI PLAY(1-22)Online publication date: 31-Oct-2022
    • (2021)Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game ExperienceProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445512(1-14)Online publication date: 6-May-2021
    • (2020)Alternative stabilised rammed earth materials incorporating recycled waste and industrial by-products: Life cycle assessmentConstruction and Building Materials10.1016/j.conbuildmat.2020.120997(120997)Online publication date: Nov-2020
    • (2018)Entangled with NumbersProceedings of the ACM on Human-Computer Interaction10.1145/32743622:CSCW(1-25)Online publication date: 1-Nov-2018
    • (2018)Individual performance in team-based online gamesRoyal Society Open Science10.1098/rsos.1803295:6(180329)Online publication date: 20-Jun-2018
    • (2017)Self-Organizing Into Winning Teams: Understanding the Mechanisms That Drive Successful CollaborationsSmall Group Research10.1177/104649641772420948:6(665-718)Online publication date: 1-Sep-2017
    • (2017)An Empirical Study on Team Formation in Online GamesProceedings of the 2017 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining 201710.1145/3110025.3110094(431-438)Online publication date: 31-Jul-2017
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media