Chaotic worlds: an analysis of World of Warcraft

Brad McKenna, Lesley Gardner, Michael Myers

Research output: Contribution to conferencePaperpeer-review

7 Citations (Scopus)
20 Downloads (Pure)

Abstract

Virtual worlds provide new forms of collaboration and social interaction. The World of Warcraft (WoW) is one such virtual world. It is the most popular example of what is called a Massively Multiplayer Online Role Playing Game (MMORPG). In this paper, we analyze players’ outcomes with WoW using chaos theory. Our paper suggests that players are highly sensitive to initial conditions which are impacted by style of play and the social structure of groups.
Original languageEnglish
Publication statusPublished - 2010
EventAmericas Conference on Information Systems - Lima, Peru
Duration: 12 Aug 201015 Aug 2010

Conference

ConferenceAmericas Conference on Information Systems
Country/TerritoryPeru
CityLima
Period12/08/1015/08/10

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