1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
Distilling the key insights…
Drawing on 24 recorded random dungeon runs in World of Warcraft, this study examines social interaction in pick-up groups (PUGs), the temporary teams players form to complete dungeons with strangers. Its central finding is that such interaction is predominantly instrumental, oriented toward tactics, rewards, and task completion, rather than sociable, marked by greetings, farewells, and rapport-building. Communication is minimal, dungeons are run at high speed, and social pleasantries are rare, leading the author to characterize PUGs as largely "unsocial" when measured against the social expectations commonly associated with massively multiplayer online games.
The analysis draws on participant observation and transcribed chat logs, framed theoretically through the work of Goffman and Simmel and through scholarship on designed and played sociality. Sociable exchanges emerge chiefly when group members already share a guild or prior acquaintance, suggesting that social engagement depends on existing ties rather than arising spontaneously within temporary groupings.
The study explains this pattern in terms of the cost of relationship-building. On servers where players are unlikely to meet again, the author argues, investment in rapport offers little return, which produces weak social norms. Frequent early departures and the absence of meaningful sanctions for behavior such as leaving without explanation reinforce this low-investment equilibrium. The conclusions point to the structural conditions of PUG play, including anonymity, transience, and task orientation, as the primary drivers of limited sociability.
The scope is confined to a small qualitative sample of World of Warcraft dungeon groups, with the closing reference and server appendix providing context on the game's regional and play-type structure and situating the work within existing research on online gaming and social interaction.
Game Developers Conference · 2018