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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 
Major Field of Science: Social Sciences
Field Category: Sociology
Keywords: Sociability;Social structures;Digital world
Issue Date: Dec-2015
Source: Computers in Human Behavior, 2015, vol. 53, pp. 515–516.
Volume: 53
Start page: 515
End page: 516
Journal: Computers in Human Behavior 
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: © Elsevier
Attribution-NonCommercial-NoDerivs 3.0 United States
Type: Article
Collaboration : European University 
University of Leicester 
KU Leuven 
University of Ontario Institute of Technology 
Cyprus University of Technology 
Appears in Collections:Άρθρα/Articles

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