A Study of Gamer Experience and Virtual World Behaviour
This paper reports a study which examined the impact of computer game experience on behaviour observed inside a virtual world. A social networking world was used, which was owned and run by the research team and a dataset capturing the behaviour of 195 subjects was extracted from the world's ev...
| Main Authors: | , , , , |
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| Format: | Journal Article |
| Published: |
Oxford University Press
2013
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| Online Access: | http://hdl.handle.net/20.500.11937/37916 |
| _version_ | 1848755178548756480 |
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| author | Chesney, T. Chuah, S. Hoffmann, R. Hui, Wendy Larner, J. |
| author_facet | Chesney, T. Chuah, S. Hoffmann, R. Hui, Wendy Larner, J. |
| author_sort | Chesney, T. |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | This paper reports a study which examined the impact of computer game experience on behaviour observed inside a virtual world. A social networking world was used, which was owned and run by the research team and a dataset capturing the behaviour of 195 subjects was extracted from the world's event logs. Four broad areas were analysed: communication, movement, avatar creation and world customization. Highly significant differences were found in text communication. Less significant differences were found in movement and avatar creation, and none were found in the customization of the world. |
| first_indexed | 2025-11-14T08:52:11Z |
| format | Journal Article |
| id | curtin-20.500.11937-37916 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T08:52:11Z |
| publishDate | 2013 |
| publisher | Oxford University Press |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-379162017-09-13T14:10:55Z A Study of Gamer Experience and Virtual World Behaviour Chesney, T. Chuah, S. Hoffmann, R. Hui, Wendy Larner, J. massively multiplayer online social media user studies This paper reports a study which examined the impact of computer game experience on behaviour observed inside a virtual world. A social networking world was used, which was owned and run by the research team and a dataset capturing the behaviour of 195 subjects was extracted from the world's event logs. Four broad areas were analysed: communication, movement, avatar creation and world customization. Highly significant differences were found in text communication. Less significant differences were found in movement and avatar creation, and none were found in the customization of the world. 2013 Journal Article http://hdl.handle.net/20.500.11937/37916 10.1093/iwc/iwt024 Oxford University Press restricted |
| spellingShingle | massively multiplayer online social media user studies Chesney, T. Chuah, S. Hoffmann, R. Hui, Wendy Larner, J. A Study of Gamer Experience and Virtual World Behaviour |
| title | A Study of Gamer Experience and Virtual World Behaviour |
| title_full | A Study of Gamer Experience and Virtual World Behaviour |
| title_fullStr | A Study of Gamer Experience and Virtual World Behaviour |
| title_full_unstemmed | A Study of Gamer Experience and Virtual World Behaviour |
| title_short | A Study of Gamer Experience and Virtual World Behaviour |
| title_sort | study of gamer experience and virtual world behaviour |
| topic | massively multiplayer online social media user studies |
| url | http://hdl.handle.net/20.500.11937/37916 |