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.
|Publication status||Published - 2010|
|Event||Americas Conference on Information Systems - Lima, Peru|
Duration: 12 Aug 2010 → 15 Aug 2010
|Conference||Americas Conference on Information Systems|
|Period||12/08/10 → 15/08/10|