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Project massive

2004/04/24 by A. Fleming Seay, William Jerome, Kevin Sang Lee +1 · 3 citations
Social Sciences · Psychology · #Impact of Technology on Adolescents #Digital Games and Media #Sexuality, Behavior, and Technology

paper · doi:10.1145/985921.986080

openalex publication_date 2004/04/24 · openalex created_date 2016/06/24 · openalex updated_date 2026/07/30

Abstract

Massively Multiplayer Online Games (MMOGs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to assess MMOG players' social experiences both inside and outside of their gaming environments and the impact of these activities on their everyday lives. The focus of Project Massive has been on the persistent player groups or "guilds" that form in MMOGs. The survey has been completed online by 1836 players, who reported on their play patterns, commitment to their player organizations, and personality traits like sociability, extraversion and depression. Here we report our cross-sectional findings and describe our future longitudinal work as we track players and their guilds across the evolving landscape of the MMOG product space.

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