scholarly journals QUELQUES RAMIFICATIONS TANGIBLES DE LA SOCIABILITÉ EN LIGNE: UN RAPPORT ENTRE VIE RÉELLE ET VIE VIRTUELLE DANS WORLD OF WARCRAFT

SYNERGY ◽  
2021 ◽  
Vol 17 (1) ◽  
Author(s):  
Negrici Dominic ◽  

This one-off, largely exploratory study seeks to answer questions that map several basic phenomena of online sociability, in order to be able to have a basis for a possible analysis of the external cultural reception of an entity formed in a theoretically different culture – the Romanian culture. By going through the empirical inventory of some common typologies of online gamers, by means of randomized, anonymous interviews with players, our final goal (and hope) was to sketch a relationship between social capital and group configuration, within an internal community of the online game (MMORPG) World of Warcraft.

Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Gamification ◽  
2015 ◽  
pp. 930-955
Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


2016 ◽  
Vol 23 (12) ◽  
pp. 1545-1556 ◽  
Author(s):  
Jessica Whiteman-Sandland ◽  
Jemma Hawkins ◽  
Debbie Clayton

This is the first study to measure the ‘sense of community’ reportedly offered by the CrossFit gym model. A cross-sectional study adapted Social Capital and General Belongingness scales to compare perceptions of a CrossFit gym and a traditional gym. CrossFit gym members reported significantly higher levels of social capital (both bridging and bonding) and community belongingness compared with traditional gym members. However, regression analysis showed neither social capital, community belongingness, nor gym type was an independent predictor of gym attendance. Exercise and health professionals may benefit from evaluating further the ‘sense of community’ offered by gym-based exercise programmes.


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