Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine and mundane work by players yet remains largely unexamined in current literature. Using a combination of ethnographic observation, interview, chat and video log analysis, we unpack the conditions under which players can produce the most effective outcomes while having fun, and offer a three-level model of successful instance runs.
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Bardzell et al. (2008) studied this question.
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