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Featured researches published by Eric Nickell.


Games and Culture | 2006

From Tree House to Barracks: The Social Life of Guilds in World of Warcraft.

Dmitri Williams; Nicolas Ducheneaut; Li Xiong; Yuanyuan Zhang; Nick Yee; Eric Nickell

A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping of players and guilds helped form a baseline. Next, the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings they make; the social capital they derive; and the networks they form and to develop a typology of players and guilds. In keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the games mechanic, which encourages some kinds of interactions while discouraging others. The findings are discussed with respect to the growing role of code in shaping social interactions.


Games and Culture | 2006

Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft

Nicolas Ducheneaut; Nick Yee; Eric Nickell; Robert J. Moore

World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated “bots” to explore how WoW functions as a game. The focus is on metrics reflecting a player’s gaming experience: how long they play, the classes and races they prefer, and so on. The authors then discuss why and how players remain committed to this game, how WoW’s design partitions players into groups with varying backgrounds and aspirations, and finally how players “consume” the game’s content, with a particular focus on the endgame at Level 60 and the impact of player-versus-player-combat. The data illustrate how WoW refined a formula inherited from preceding MMOs. In several places, it also raises questions about WoW’s future growth and more generally about the ability of MMOs to evolve beyond their familiar template.


International Journal of Human-computer Interaction | 2008

Social TV: Designing for Distributed, Sociable Television Viewing

Nicolas Ducheneaut; Robert J. Moore; Lora Oehlberg; James D. Thornton; Eric Nickell

Media research has shown that people enjoy watching television as a part of socializing in groups. However, many constraints in daily life limit the opportunities for doing so. The Social TV project builds on the increasing integration of television and computer technology to support sociable, computer-mediated group viewing experiences. In this article, we describe the initial results from a series of studies illustrating how people interact in front of a television set. Based on these results, we propose guidelines as well as specific features to inform the design of future “social television” prototypes.


conference on computer supported cooperative work | 2007

Virtual Third Places: A Case Study of Sociability in Massively Multiplayer Games

Nicolas Ducheneaut; Robert J. Moore; Eric Nickell

Georg Simmel [American Journal of Sociology 55:254–261 (1949)] is widely credited as the first scholar to have seriously examined sociability – “the sheer pleasure of the company of others” and the central ingredient in many social forms of recreation and play. Later Ray Oldenburg [The Great Good Place. New York: Marlowe & Company (1989)] extended Simmel’s work by focusing on a certain class of public settings, or “third places,” in which sociability tends to occur, such as, bars, coffee shops, general stores, etc. But while Simmel and Oldenburg describe activities and public spaces in the physical world, their concepts may apply as well to virtual or online worlds. Today Massively Multiplayer Online Games (MMOGs) are extensive, persistent online 3D environments that are populated by hundreds of thousands of players at any given moment. The sociable nature of these online spaces is often used to explain their success: unlike previous video games, MMOGs require players to exchange information and collaborate in real-time to progress in the game. In order to shed light on this issue, we critically examine player-to-player interactions in a popular MMOG (Star Wars Galaxies). Based on several months of ethnographic observations and computerized data collection, we use Oldenburg’s notion of “third places” to evaluate whether or not the social spaces of this virtual world fit existing definitions of sociable environments. We discuss the role online games can play in the formation and maintenance of social capital, what they can teach us about the evolution of sociability in an increasingly digitally connected social world, and what could be done to make such games better social spaces.


conference on computer supported cooperative work | 2007

Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds

Robert J. Moore; Nicolas Ducheneaut; Eric Nickell

To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary social activities are “accountable,” that is, people use a variety of kinds of observational information about what others are doing in order to make sense of others’ actions and to tightly coordinate their own actions with others. Such information includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction of eye gaze for the purpose of gesturing. But despite the fact that today’s games provide virtual bodies, or “avatars,” for players to control, these avatars display much less information about players’ current state than real bodies do. In this paper, we discuss the impact of the lack of each type of information on players’ ability to tightly coordinate their activities and offer guidelines for improving coordination and, ultimately, the players’ social experience.


human factors in computing systems | 2007

Coordinating joint activity in avatar-mediated interaction

Robert J. Moore; E. Cabell Hankinson Gathman; Nicolas Ducheneaut; Eric Nickell

Massively multiplayer online games (MMOGs) currently represent the most widely used type of social 3D virtual worlds with millions of users worldwide. Although MMOGs take face-to-face conversation as their metaphor for user-to-user interaction, avatars currently give off much less information about what users are doing than real human bodies. Consequently, users routinely encounter slippages in coordination when engaging in joint courses of action. In this study, we analyze screen-capture video of user-to-user interaction in the game, City of Heroes, under two conditions: one with the games standard awareness cues and the other with enhanced cues. We use conversation analysis to demonstrate interactional slippages caused by the absence of awareness cues, user practices that circumvent such limitations and ways in which enhanced cues can enable tighter coordination.


international conference on software engineering | 2003

Extreme makeover: bending the rules to reduce risk rewriting complex systems

Sharon Johnson; Jia Mao; Eric Nickell; Ian E. Smith

We describe our experience using XP to reimplement sophisticated, high-performance imaging software in a research environment. We focus especially on practices we used to derive value from the existing software, notably reimplementation by ransacking and conversion as learning. Our experience suggests that some of the classic 12 practices which define XP should be adjusted when there is a existing, well-structured system to serve as a guide.


international conference on software engineering | 2003

Three patterns in java unit testing

Eric Nickell; Ian E. Smith

This paper discusses three unit-testing techniques. These are test probe, ipecac, and test hierarchies. Each of these patterns [1] explores a different area of the interaction of white- and black-box testing. The first two techniques, test probe and ipecac, allow internal implementations to be conveniently exposed to test code without compromising production code integrity. The latter provides a pattern for testing class hierarchies in production code, and a way to move from white-box to black-box testing while refactoring.


human factors in computing systems | 2006

Alone together?: exploring the social dynamics of massively multiplayer online games

Nicolas Ducheneaut; Nick Yee; Eric Nickell; Robert J. Moore


human factors in computing systems | 2007

The life and death of online gaming communities: a look at guilds in world of warcraft

Nicolas Ducheneaut; Nick Yee; Eric Nickell; Robert J. Moore

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