The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
Collective Solitude and Social Networks in World of Warcraft
Abstract
This chapter investigates the nature and structure of social networks formed between the players of massively multiplayer online games (MMOGs), an incredibly popular form of Internet-based entertainment attracting millions of subscribers. To do so, we use data collected about the behavior of more than 300,000 characters in World of Warcraft (the most popular MMOG in America). We show that these social networks are often sparse and that most players spend time in the game experiencing a form of “collective solitude”: they play surrounded by, but not necessarily with, other players. We also show that the most successful player groups are analogous to the organic, team-based forms of organization that are prevalent in today’s workplace. Based on these findings, we discuss the relationship between online social networks and “real-world” behavior in organizations in more depth.
Related Content
|
Surjit Singha, Ranjit Singha, R. Sreethi Rebeka.
© 2026.
48 pages.
|
|
Romica Bhat, Sayantan Ghosh.
© 2026.
26 pages.
|
|
Adamkolo Mohammed Ibrahim.
© 2026.
56 pages.
|
|
Alfred Okoth Akwala, Joel Ngetich.
© 2026.
26 pages.
|
|
Denish Ouko Otieno, Grace L. S. Mwanja.
© 2026.
24 pages.
|
|
Ruben Arnoldo Gonzalez.
© 2026.
22 pages.
|
|
Dorine Lugendo.
© 2026.
26 pages.
|
|
|