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Title: Editorial for the CHB special issue on MMOGs
Authors: Christou, Georgios 
Law, Effie Lai-Chong 
Geerts, David 
Nacke, Lennart 
Zaphiris, Panayiotis 
Keywords: Sociability
Social structures
Digital world
Issue Date: 2015
Publisher: Elsevier
Source: Computers in Human Behavior, Volume 53, December 2015, Pages 515–516
Abstract: Sociability, social structures, and the way that these are translated in the digital world are becoming an interesting topic for video game researchers (Christou, Zaphiris, Ang, & Law, 2011). Particularly, the way that these structures are manifested in Massively Multiplayer Online Games (MMOGs) becomes of interest, and that is evident from the articles in this special issue. MMOGs have become more popular than emails, according to a study by Nielsen Online (Nielsen Wire, 2010). Social cultural studies on computer games are gaining much popularity recently due to the emergence of MMOGs in which player–player interaction plays a very important role. Research in this area ranges from virtual identity, sociability design, cultural impacts of games, participatory culture as well as media and communication. The draw to these games is that they offer a new kind of “third-place” (Oldenburg, 1989), a place where people can go and socially interact, which cannot be classified as home or work.
ISSN: 0747-5632
DOI: 10.1016/j.chb.2015.06.041
Rights: Copyright © 2016 Elsevier B.V. or its licensors or contributors. ScienceDirect ® is a registered trademark of Elsevier B.V.
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