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Updated: May 31, 2026

A Networked Desktop Virtual Reality Setup for Decision Science and Navigation Experiments with Multiple Participants
Published on: August 26, 2018
Interweaving interactions in virtual worlds: a case study
Matteo Cantamesse1, Carlo Galimberti, Gianandrea Giacoma
1Università Cattolica del Sacro Cuore, Centro Studi e Ricerche di Psicologia della Comunicazione, Milano, Italy. matteo.cantamesse@unicatt.it
Abstract:
The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.
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