TY - GEN
T1 - Naming virtual identities
T2 - Patterns and inspirations for character names in world of warcraft
AU - Thurau, C.
AU - Drachen, A.
PY - 2011
Y1 - 2011
N2 - The abstract should summarize the contents of the paper and should People are increasingly interacting via online services - from forums, online communities, social networks and online computer games. While there has been considerable research on the motivations and communication of people online, as well as the social environment provided by online services, large-scale analyses of the virtual identities people use online are rare. In this paper, the first large-scale analysis of virtual identities in the massively multi-player online game WORLD OF WARCRAFT® is presented based on a dataset of nearly eight million avatar names and associated information. The results presented highlight the inventiveness of the names the users of WORLD OF WARCRAFT® express in terms of naming their virtual identities and the varied nature of the sources of inspiration for these names, which range from mythology, literature, popular culture, real-world names and others. The results also indicate that how players name their characters is influenced by the aesthetics and game function of the characters. The server type also appears to have an impact on player naming strategies, with role-playing servers forming a distinct cluster from Player-vs-Player type servers. Additionally, the analysis presented reveals that character name frequencies follow, similar to real-world names, a power law distribution.
AB - The abstract should summarize the contents of the paper and should People are increasingly interacting via online services - from forums, online communities, social networks and online computer games. While there has been considerable research on the motivations and communication of people online, as well as the social environment provided by online services, large-scale analyses of the virtual identities people use online are rare. In this paper, the first large-scale analysis of virtual identities in the massively multi-player online game WORLD OF WARCRAFT® is presented based on a dataset of nearly eight million avatar names and associated information. The results presented highlight the inventiveness of the names the users of WORLD OF WARCRAFT® express in terms of naming their virtual identities and the varied nature of the sources of inspiration for these names, which range from mythology, literature, popular culture, real-world names and others. The results also indicate that how players name their characters is influenced by the aesthetics and game function of the characters. The server type also appears to have an impact on player naming strategies, with role-playing servers forming a distinct cluster from Player-vs-Player type servers. Additionally, the analysis presented reveals that character name frequencies follow, similar to real-world names, a power law distribution.
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U2 - 10.1007/978-3-642-24500-8_29
DO - 10.1007/978-3-642-24500-8_29
M3 - Conference article in Journal
AN - SCOPUS:82055178433
SN - 0302-9743
VL - 6972
SP - 270
EP - 281
JO - Lecture Notes in Computer Science
JF - Lecture Notes in Computer Science
ER -