This paper presents a critical examination of the social interactions among Massively Multiplayer Online Game (MMOG) participants. Drawing on the conceptual framework of “third places” and prior empirical studies, this study aims to map the social world of a popular MMOG, EverQuest II, primarily relying on unobtrusively collected behavioral server logs. Analysis of network patterns revealed that the social architecture of the world was quite effective in shaping the structure of interaction, as the involvement in various social networks was influenced by class choice and character level. However, sociability among players was quite diffuse, with a sizable number of players opting to play solo despite the built-in mechanisms that encourage collaborative play.
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Cuihua Shen (2013) studied this question.
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