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A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft

Ross, TL and Collister, LB (2014) A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft. Computers in Human Behavior, 36. 1 - 12. ISSN 0747-5632

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Abstract

This paper examines social behavior in the online video game World of Warcraft. Specifically focusing on one element of social design: the behavior of players in the first release of Looking-for-Raid (LFR) loot system of World of Warcraft. It uses lens of economic game theory, combined with Williams (2010) mapping principle and a modern theoretical account of human decision-making, to explore how theory about individual interactions in well-defined contexts (games) can explain collective behavior. It provides some support for this theoretical approach with an examination of data collected as part of an ethnographic study, through focus groups, and a survey distributed to 333 World of Warcraft players. It concludes with a discussion of the results and some guidelines for predicting collective outcomes in certain types of online games using the introduced framework. © 2014 Elsevier Ltd. All rights reserved.


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Details

Item Type: Article
Status: Published
Creators/Authors:
CreatorsEmailPitt UsernameORCID
Ross, TL
Collister, LBcollister@pitt.eduLBC80000-0001-5767-8486
Date: 1 January 2014
Date Type: Publication
Access Restriction: No restriction; Release the ETD for access worldwide immediately.
Journal or Publication Title: Computers in Human Behavior
Volume: 36
Page Range: 1 - 12
DOI or Unique Handle: 10.1016/j.chb.2014.03.023
Institution: University of Pittsburgh
Refereed: Yes
ISSN: 0747-5632
Date Deposited: 08 May 2014 11:44
Last Modified: 05 Sep 2024 15:55
URI: http://d-scholarship.pitt.edu/id/eprint/21560

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