Difference between revisions of "Moore2009"

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(Created page with "{{BibEntry |BibType=ARTICLE |Author(s)=Robert J. Moore; Cabell Gathman; Nicolas Ducheneaut |Title=From 3D space to third place: The social life of small virtual spaces |Tag(s)...")
 
 
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|Author(s)=Robert J. Moore; Cabell Gathman; Nicolas Ducheneaut
 
|Author(s)=Robert J. Moore; Cabell Gathman; Nicolas Ducheneaut
|Title=From 3D space to third place: The social life of small virtual spaces
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|Title=From 3D space to third place: the social life of small virtual spaces
 
|Tag(s)=EMCA; Ethnography; Virtual Spaces; Sociability; Third Place; MMO
 
|Tag(s)=EMCA; Ethnography; Virtual Spaces; Sociability; Third Place; MMO
 
|Key=Moore2009
 
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|Volume=68
 
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|Number=2
 
|Number=2
|Pages=230-240
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|Pages=230–240
 
|URL=http://www.sfaajournals.net/doi/abs/10.17730/humo.68.2.q673k16185u68v15?code=apan-site
 
|URL=http://www.sfaajournals.net/doi/abs/10.17730/humo.68.2.q673k16185u68v15?code=apan-site
|DOI=https://doi.org/10.17730/humo.68.2.q673k16185u68v15
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|DOI=10.17730/humo.68.2.q673k16185u68v15
|Abstract=assively multiplayer online (MMO) environments are an emerging computer technology that makes possible new kinds of distributed communities and online sociability. What distinguishes MMOs from other Internet media is that they take face-to-face conversation as their primary metaphor for user interaction, rather than, say, the page or the bulletin board. Because they simulate 3D spaces and contain thousands of people who do not know each other, MMOs constitute public spaces, although virtual ones. As such, they can be studied in ways analogous to those of public places in the physical world. Inspired by the work of William H. Whyte and Ray Oldenburg on sociability in real-life public places, we take a similar approach toward the study of MMOs. We ask the question: what makes some virtual public spaces in MMOs successful "third places" while other similar places fail? Through our virtual ethnography of dance clubs and corner bars in three MMO environments, we find four features of virtual public spaces that appear critical for their success: accessibility, social density, activity resources, and hosts. We further argue that MMO sociability is just as authentic as that in "real-life" contexts while highlighting ways in which it is distinctly different.
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|Abstract=Massively multiplayer online (MMO) environments are an emerging computer technology that makes possible new kinds of distributed communities and online sociability. What distinguishes MMOs from other Internet media is that they take face-to-face conversation as their primary metaphor for user interaction, rather than, say, the page or the bulletin board. Because they simulate 3D spaces and contain thousands of people who do not know each other, MMOs constitute public spaces, although virtual ones. As such, they can be studied in ways analogous to those of public places in the physical world. Inspired by the work of William H. Whyte and Ray Oldenburg on sociability in real-life public places, we take a similar approach toward the study of MMOs. We ask the question: what makes some virtual public spaces in MMOs successful "third places" while other similar places fail? Through our virtual ethnography of dance clubs and corner bars in three MMO environments, we find four features of virtual public spaces that appear critical for their success: accessibility, social density, activity resources, and hosts. We further argue that MMO sociability is just as authentic as that in "real-life" contexts while highlighting ways in which it is distinctly different.
 
 
 
 
 
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Latest revision as of 07:21, 23 November 2019

Moore2009
BibType ARTICLE
Key Moore2009
Author(s) Robert J. Moore, Cabell Gathman, Nicolas Ducheneaut
Title From 3D space to third place: the social life of small virtual spaces
Editor(s)
Tag(s) EMCA, Ethnography, Virtual Spaces, Sociability, Third Place, MMO
Publisher
Year 2009
Language
City
Month
Journal Human Organization
Volume 68
Number 2
Pages 230–240
URL Link
DOI 10.17730/humo.68.2.q673k16185u68v15
ISBN
Organization
Institution
School
Type
Edition
Series
Howpublished
Book title
Chapter

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Abstract

Massively multiplayer online (MMO) environments are an emerging computer technology that makes possible new kinds of distributed communities and online sociability. What distinguishes MMOs from other Internet media is that they take face-to-face conversation as their primary metaphor for user interaction, rather than, say, the page or the bulletin board. Because they simulate 3D spaces and contain thousands of people who do not know each other, MMOs constitute public spaces, although virtual ones. As such, they can be studied in ways analogous to those of public places in the physical world. Inspired by the work of William H. Whyte and Ray Oldenburg on sociability in real-life public places, we take a similar approach toward the study of MMOs. We ask the question: what makes some virtual public spaces in MMOs successful "third places" while other similar places fail? Through our virtual ethnography of dance clubs and corner bars in three MMO environments, we find four features of virtual public spaces that appear critical for their success: accessibility, social density, activity resources, and hosts. We further argue that MMO sociability is just as authentic as that in "real-life" contexts while highlighting ways in which it is distinctly different.

Notes