JOURNAL ARTICLE

Social Context in Massively-Multiplayer Online Games (MMOGs):

Dorothy E. WarnerMike Raiter

Year: 2005 Journal:   The International Review of Information Ethics Vol: 4 Pages: 46-52   Publisher: University of Alberta Library

Abstract

Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.

Keywords:
Context (archaeology) Order (exchange) Video game Social environment Role playing Video game culture Internet privacy Psychology Multimedia Computer science Game mechanics Sociology Video game design Business Turns, rounds and time-keeping systems in games Pedagogy Social science History

Metrics

53
Cited By
4.15
FWCI (Field Weighted Citation Impact)
8
Refs
0.94
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Digital Games and Media
Social Sciences →  Social Sciences →  Sociology and Political Science
Wikis in Education and Collaboration
Social Sciences →  Social Sciences →  Communication
Open Source Software Innovations
Physical Sciences →  Computer Science →  Computer Science Applications

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