Dissecting group identity in MMOs

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Conference Proceeding
3rd International North-American Conference on Intelligent Games and Simulation, Game-On 'NA 2007, 2007, pp. 67 - 69
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Massively Multiplayer Online Games continue to grow and attract millions of players. While it is generally agreed that the social aspect of MMOs differentiate them from other games, it remains unclear what factors of socialization attract users. We examine group identity in the context of one of the largest MMOs, World of Warcraft, explore how cognitive, behavioural and affective components are exhibited in a guild environment and contribute to a group identity.
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