Abstract
This paper reports a study which examined the impact of computer game experience on behaviour observed inside a virtual world. A social networking world was used, which was owned and run by the research team and a dataset capturing the behaviour of 195 subjects was extracted from the world's event logs. Four broad areas were analysed: communication, movement, avatar creation and world customization. Highly significant differences were found in text communication. Less significant differences were found in movement and avatar creation, and none were found in the customization of the world. © 2013 The Author 2013. Published by Oxford University Press on behalf of The British Computer Society. All rights reserved.
| Original language | English |
|---|---|
| Pages (from-to) | 1-11 |
| Journal | Interacting with Computers |
| Volume | 26 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - Jan 2014 |
| Externally published | Yes |
Research Keywords
- massively multiplayer online
- social media
- user studies
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