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The forgotten realm : relationship development in online gaming, 2005

 Item — Call Number: MU Thesis Fra
Identifier: b2271195

Scope and Contents

From the Collection:

The collection consists of theses written by students enrolled in the Monmouth University graduate Communication program. The holdings are bound print documents that were submitted in partial fulfillment of requirements for the Master of Arts degree.

Dates

  • Creation: 2005

Creator

Conditions Governing Access

The collection is open for research use. Access is by appointment only.

Access to the collection is confined to the Monmouth University Library and is subject to patron policies approved by the Monmouth University Library.

Collection holdings may not be borrowed through interlibrary loan.

Research appointments are scheduled by the Monmouth University Library Archives Collections Manager (723-923-4526). A minimum of three days advance notice is required to arrange a research appointment for access to the collection.

Patrons must complete a Researcher Registration Form and provide appropriate identification to gain access to the collection holdings. Copies of these documents will be kept on file at the Monmouth University Library.

Extent

1 Items (print book) : 39 pages ; 8.5 x 11.0 inches (28 cm).

Language of Materials

English

Introduction [excerpt]

As humans, we tend to be social creatures and because of our social nature we are inclined to want to create and sustain relationships. It is no surprise then that when the Internet emerged people found ways to utilize this new medium to communicate with one another. By transcending the elements of time and location, Computer Mediated Communiciation (CMC) has forever changed the way in which people communicate. CMC is thought to be weak in comparison to face to face (FTF) communication because of the lack of social context cues employed in CMC.... What then, would happen to communication and relationship development in CMC, if it were adapted to include a visual environment that would employ social context cues?

Research into online games such as, Massively Multi-player Online Role Play Games (MMORPGs) would answer the above question. MMORPGs are three dimensional graphic computer games that allow a person to create an identity and explore a virtual world while interacting and communicating with other players over the Internet. The communication that people share in MMORPGs is very animated; the characters are personalized, they can move, gesture, and show emotions. In many ways the characters become vehicles for interpersonal communication, and over time, relationship development....

Source

Repository Details

Part of the Monmouth University Library Archives Repository

Contact:
Monmouth University Library
400 Cedar Avenue
West Long Branch New Jersey 07764 United States
732-923-4526