posted on 2008-01-01, 00:00authored byBo Choi, Robert Kraut, Mark Fichman
Massively multiplayer online games (MMOGs) have great potential as sites for
research within the social and behavioral sciences and human-computer
interaction. This is because “guilds” — semi-persistent groups in online games —
are much like groups in real organizations. In this paper, we examine how groups
and individuals find appropriate matches and whether appropriate matches lead
newcomers to stay longer in their groups in an online game environment. Results
from archival data, observation, and survey in the game World of Warcraft
(WoW) indicate that different selection methods lead to person-group fit for
social and task-oriented characteristics and good fit leads recruits to stay longer in
their group. In particular, recruitment of new members to task-oriented guilds was
most successful when brief interactions were used whereas recruitment to social-oriented
guilds was most successful when probationary periods and referrals were used.