Matching People and Groups; Recruitment and Selection in Online Games
Year: 2018
Type: article
Study design: Observational Study
Abstract: 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.
DOI: 10.1184/r1/6470246
Authors: Choi, Bo, Kraut, Robert, Fichman, Mark
Institution: Carnegie Mellon University
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W757209127
