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Dive into the research topics where Dmitri Williams is active.

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Featured researches published by Dmitri Williams.


New Media & Society | 2009

The virtual census: representations of gender, race and age in video games

Dmitri Williams; Nicole Martins; Mia Consalvo; James D. Ivory

A large-scale content analysis of characters in video games was employed to answer questions about their representations of gender, race and age in comparison to the US population. The sample included 150 games from a year across nine platforms, with the results weighted according to game sales. This innovation enabled the results to be analyzed in proportion to the games that were actually played by the public, and thus allowed the first statements able to be generalized about the content of popular video games. The results show a systematic over-representation of males, white and adults and a systematic under-representation of females, Hispanics, Native Americans, children and the elderly. Overall, the results are similar to those found in television research. The implications for identity, cognitive models, cultivation and game research are discussed.


Computers in Human Behavior | 2009

Problematic Internet use and psychosocial well-being among MMO players

Scott E. Caplan; Dmitri Williams; Nick Yee

The current study examined problematic Internet use (PIU) among people who play MMO games and sought to determine whether aspects of the MMO experience are useful predictors of PIU. The study sought to determine whether game-related variables could predict PIU scores after accounting for their relationships with psychosocial well-being. Novel methods allowed us, for the first time, to connect in-game behaviors with survey results of over 4000 MMO players. The results revealed that MMO gaming variables contributed a substantively small, but statistically significant amount of explained variance to PIU scores.


Communication Research | 2011

Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being

Cuihua Shen; Dmitri Williams

By unpacking different forms of Internet and massively multiplayer online game (MMO) use, the present study adopts a nuanced approach to examine the connections between online activities and psychosocial well-being. It combined self-reported survey data with unobtrusive behavioral data from server logs of a large virtual world, EverQuest II. Over 5,000 players were surveyed about how they use the Internet, their specific activities in the virtual world, and their psychosocial well-being. In-game communication networks were also constructed and analyzed.The results showed support for both time displacement and social augmentation effects for various activities. Whether Internet and MMO use were associated with negative or positive outcomes was largely dependent on the purposes, contexts, and individual characteristics of users. The results suggest that Internet use and game play have significant nuances and should not be considered as monolithic sources of effects.


Cyberpsychology, Behavior, and Social Networking | 2007

The impact of time online: social capital and cyberbalkanization.

Dmitri Williams

Hypotheses and research questions about the Internet displacing social capital, atomizing users, creating loneliness, and creating new forms of community were addressed through an original survey of Internet users. A key innovation of this research is that it collects parallel measures of social capital for online and offline contexts, which can then be compared. The results show that while Internet use does suggest a displacing effect, it is also a source of new, qualitatively different social capital. However, there is no connection between Internet use and atomization (or out-group antagonism), and the latter is actually lower online. Taken together, the results suggest that the Internet is no panacea but is not a direct source of problems either. More likely is the case that the costs and benefits for individuals will be predicted by their personalities and particular kinds of Internet use. The results are discussed, along with their implications for theory and future research.


Games and Culture | 2011

Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs

Dmitri Williams; Tracy L. M. Kennedy; Robert J. Moore

A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players are a relatively small, but psychologically burdened subgroup. When examined from the theoretical perspectives of Goffman’s Self-Presentation theory, Huizenga’s Magic Circle, and Turkle’s early work on online identity formation, these players were seen as largely using virtual spaces as creative outlets and for socialization. The worlds also functioned as coping mechanisms for players frequently unable to gain acceptance, social connectivity or social support offline due to their personal situation, psychological profile, or their minority status.


Online Worlds: Convergence of the Real and the Virtual | 2010

Dude Looks like a Lady: Gender Swapping in an Online Game

Searle Huh; Dmitri Williams

After reviewing the literature on online identity construction and developing a set of theory-based hypotheses, this chapter employs a novel combination of survey data and game-generated behavioral logs to examine gender swapping in EverQuest II. Gender swapping is defined as a difference between the gender reported by the player in the survey from the gender of the player’s main character in the game. Motivations for play were measured using Yee’s condensed MMO motivations scale, and behavioral logs supplied four main measures of gender-stereotypical in-game behaviors. Contrary to expectations, gender swapping was less common among female players, and swapping was rather rare in general. Homosexual players were more likely to change their online gender than straight players. Performance and socialization motivations for play did not differ significantly between swappers and nonswappers. Men who play female characters were not more likely to engage in stereotypically female acts than men who play male characters; however, women who played male characters did display a degree of hyper-masculine behavior. Some of these findings suggest that there may be less of the identity exploration or challenging of gender norms than some had expected, but the female population of players may be bimodal, composed of stereotypically female and male-leaning subgroups.


international conference on social computing | 2010

Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games

Brian Keegan; Muhammad Aurangzeb Ahmed; Dmitri Williams; Jaideep Srivastava; Noshir Contractor

Gold farming is a set of illicit practices in which players in massively multiplayer online games gather and distribute virtual goods for real money. Using anonymized data from a popular online game to construct networks of characters involved in gold farming, we examine the trade networks of gold farmers, their trading affiliates, and uninvolved characters at large. Our analysis of these complex networks’ connectivity, assortativity, and attack tolerance indicate that farmers exhibit distinctive behavioral signatures which are masked by brokering affiliates. Our findings are compared against a real world drug trafficking network and suggest similarities in both organizations’ network structures which reflect similar effects of secrecy, resilience, and efficiency.


computational science and engineering | 2009

Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGs

Muhammad Aurangzeb Ahmad; Brian Keegan; Jaideep Srivastava; Dmitri Williams; Noshir Contractor

Gold farming refers to the illicit practice of gathering and selling virtual goods in online games for real money. Although around one million gold farmers engage in gold farming related activities, to date a systematic study of identifying gold farmers has not been done. In this paper we use data from the massively-multiplayer online role-playing game (MMORPG) EverQuest II to identify gold farmers. We perform an exploratory logistic regression analysis to identify salient descriptive statistics followed by a machine learning binary classification problem to identify a set of features for classification purposes. Given the cost associated with investigating gold farmers, we also give criteria for evaluating gold farming detection techniques, and provide suggestions for future testing and evaluation techniques.


computational science and engineering | 2009

The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games

David A. Huffaker; Jing Wang; Jeffrey William Treem; Muhammad Aurangzeb Ahmad; Lindsay Fullerton; Dmitri Williams; Marshall Scott Poole; Noshir Contractor

We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on exponential random graph models (ERGM) to examine the anonymous privacy-protected social networks of 1,457 players over a five-day period. We find that those who achieve the most in the game send and receive more communication, while those who perform the most efficiently at the game show no difference in communication behavior from other players. Both achievement and performance experts tend to communicate with those at similar expertise levels, and higher-level experts are more likely to receive communication from other players.


Journal of Computer-Mediated Communication | 2010

Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG

Rabindra A. Ratan; Jae Eun Chung; Cuihua Shen; Dmitri Williams; Marshall Scott Poole

This study examines how trust is related to online social institutions, self-disclosure, mode of communication, and message privacy in a popular MMOG, Everquest II. The findings, based on survey and behavioral data from over 3,500 players, illustrate how MMOGs may support trust development. Trust was higher within closer social circles: trust was highest in teammates, followed by other players across the game, followed by others online. Self-disclosure was positively related to trust of teammates and others in the game, while voice chat was only related to teammate trust. These findings indicate that social structures and communication processes contribute to trust development in MMOGs, supporting the claim that these online spaces provide social support that is unavailable in other societal realms.

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Jaideep Srivastava

Qatar Computing Research Institute

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Cuihua Shen

University of Texas at Dallas

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Brian Keegan

Northeastern University

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Nicole Martins

Indiana University Bloomington

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Yun Huang

Northwestern University

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Adam S. Kahn

Western Michigan University

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