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In this article, we examine how a loosely knit, mediated community in the massively multiplayer online game EverQuest II rapidly coalesced to carry out collective action in response to a request to help a terminally ill child. We examine the factors that motivated hundreds of people to donate their time, expertise, and in-game resources to people they had never met. These factors included specific affordances of the many technologies relied upon, the emotional weight and urgency of the initial post, both trusted and well-connected actors in the network, and a sense of belonging to the greater community by many of those who helped. Furthering our knowledge on how rituals surrounding death and mourning work in digital networks can provide insights into the continued health of online communities in general.
Poor et al. (Mon,) studied this question.
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