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This article applies a framework for understanding the decisions that online gamers make when faced with a complex social situation with complicated rules. World of Warcraft introduced the first iteration of its "Looking for Raid" system, and rules surrounding the distribution of loot and other items arose within the community. This paper explores the role of greed and anonymity in navigating these rules.

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This page is a summary of: A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft, Computers in Human Behavior, July 2014, Elsevier,
DOI: 10.1016/j.chb.2014.03.023.
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