Understanding Virtual Communities in Online Games

Understanding Virtual Communities in Online Games

Author: 
Park, Kyonghwan
Place: 
Hershey
Publisher: 
IGI Global
Date published: 
2005
Responsibility: 
Lepawsky, Josh, jt.author
Editor: 
Dasgupta, Subhasish
Journal Title: 
Encyclopedia of Virtual Communities and Technologies
Source: 
Encyclopedia of Virtual Communities and Technologies
Abstract: 

Along with rapid innovations in IT technology for the last few decades, the world of online games has emerged as one of the most exemplary and fast-growing forms of the Internet economy. Broadly, the term online game covers a variety of Internet-based computer games in which network users log on to host computers through the Internet and play with other users on a real-time basis. However, strictly speaking, there are at least three different subcategories within the online game: “network game” such as Blizzard’s Starcraft, “Internet game” such as MSN’s MSN Games, and “online game” in a narrow sense such as EA’s Ultima Online. Such differences include the number of gaming participants and the range of interactions allowed by a given game system, graphical richness, and the relative openness of a game’s spatiotemporal environment.

CITATION: Park, Kyonghwan. Understanding Virtual Communities in Online Games edited by Dasgupta, Subhasish . Hershey : IGI Global , 2005. Encyclopedia of Virtual Communities and Technologies - Available at: https://library.au.int/understanding-virtual-communities-online-games