Skip to main content Accessibility help
×
Hostname: page-component-848d4c4894-x5gtn Total loading time: 0 Render date: 2024-04-30T22:21:34.370Z Has data issue: false hasContentIssue false

6 - Toxic Allies and Caring Friends: Social Systems and Behavioral Norms in League of Legends and Guild Wars 2

from Part II - Groups: Norms, Leadership, and Virtual Organizations

Published online by Cambridge University Press:  15 June 2018

Kiran Lakkaraju
Affiliation:
Sandia National Laboratories, New Mexico
Gita Sukthankar
Affiliation:
University of Central Florida
Rolf T. Wigand
Affiliation:
University of Arkansas
Get access

Summary

Image of the first page of this content. For PDF version, please use the ‘Save PDF’ preceeding this image.'
Type
Chapter
Information
Social Interactions in Virtual Worlds
An Interdisciplinary Perspective
, pp. 130 - 161
Publisher: Cambridge University Press
Print publication year: 2018

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

Chandler, Daniel. (1995). Technological or media determinism. Retrieved from: http://visual-memory.co.uk/daniel/Documents/tecdet/tecdet.html (accessed July 11, 2016).Google Scholar
Cobley, Paul, & Randvir, Anti (2009). Introduction: What is sociosemiotics? Semiotica, 2009(173,).Google Scholar
Corneliussen, Hilde-G., & Rettberg, Jill Walker (eds.) (2008). Digital culture, play, and identity: A World of Warcraft reader. Cambridge, MA: MIT Press.Google Scholar
De Certeau, Michel. (1980). L'Invention du quotidien. 2 tomes. Paris: Gallimard, Folio essais #146.Google Scholar
Ducheneaut, Nick, Yee, Nick, Nickell, Eric, et al. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft, games and culture. Games and Culture, 1(4), 281317.Google Scholar
Eco, Umberto. (1988). Sémiotique et philosophie du langage. Paris: Presses Universitaires de France,Google Scholar
Ellul, Jacques. (1954). La technique ou l'enjeu du siècle. Paris: Armand Colin.Google Scholar
Ensslin, Astrid, & Muse, Eben (eds.). (2011). Creating second lives: Community, identity and spatiality as constructions of the virtual. London: Routledge.Google Scholar
Finnemore, Martha, & Sikkink, Kathryn. (1998). International norm dynamics and political change. International Organization, 52 (4), 887917.Google Scholar
Foucault, Michel. (2001 [1971]). Dits et écrits I, 1954–1975. Paris: Gallimard, Quarto.Google Scholar
Foucault, Michel. (1976). Histoire de la sexualité I. La volonté de savoir. Paris: Gallimard.Google Scholar
Kou, Yubo. (2014). Governance in League of Legends: An hybrid system. In Foundation of Digital Games 2014, April 3–7, Fort Lauderdale, FL.Google Scholar
Kou, Yubo, & Gui, Xinning. (2014). Playing with strangers: Understanding temporary teams in League of Legends. CHI PLAY ’14. New York, NY: ACM Publications.Google Scholar
Kwak, Haewoon, & Blackburn, Jeremy. (2014). Linguistic analysis of toxic behaviour in an online video game (pp. 209217). Social Informatics, Vol. 8852. Barcelona: Springer.Google Scholar
Landowski, Éric. (1993). L'esprit de la société. Liège: Margada, Philosophie et Langage.Google Scholar
Leroi-Gourhan, André. (1964, 1965). Le geste et la parole. 2 tomes. Paris: Albin Michel.Google Scholar
Maigret, Éric. (2003). Sociologie de la communication et des medias. Paris: Armand Colin.Google Scholar
Mumford, Lewis. (1967, 1970). The myth of the machine. 2 vols. New York, NY: Harcourt Brace Jovanovich.Google Scholar
Pearce, Celia, & Artemesia, (2009). Communities of play. Emergent cultures in multiplayer, games and virtual worlds. Game Studies. Cambridge, MA: MIT Press.CrossRefGoogle Scholar
Peirce, Charles Sanders. (1878). How to make our ideas clear. Popular Science Monthly, 12, 286302. Essential Peirce, Vol. 1, p. 131.Google Scholar
Scott, Michael. (2012). A monument to the player: Preserving a landscape of socio-cultural capital in the transitional MMORPG. In New review of hypermedia and multimedia, Vol. 18(4), pp. 295320. Boca Raton, FL: Taylor & Francis.Google Scholar
Sicart, Miguel. (2009). The ethics of computer games. Cambridge, MA: MIT Press.Google Scholar
Simondon, Gilbert. (1958). Du mode d'existence des objets techniques. Paris: Aubier.Google Scholar
Smith, Merritt Roe, & Marx, Leo. (1994). Does technology drive history? The dilemma of technological determinism. Cambridge, MA: MIT Press.Google Scholar
Stiegler, Bernard. (1994, 1996, 2001). La technique et le temps. 3 tomes. Paris: Éditions Galilée, La Philosophie en Effet.Google Scholar
Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Game Studies. Cambridge, MA: MIT Press.CrossRefGoogle Scholar
Veron, Eliseo. (1987). La sémiosis sociale: Fragments d'une théorie de la discursivité. Saint-Denis: Presses Universitaires de Vincennes, Sciences du Langage.Google Scholar
Winner, Langdon. (1986). The whale and the reactor: A search for limits in an age of high technology. Chicago, IL: University of Chicago Press.Google Scholar

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×