Abstract

This one-off, largely exploratory study seeks to answer questions that map several basic phenomena of online sociability, in order to be able to have a basis for a possible analysis of the external cultural reception of an entity formed in a theoretically different culture – the Romanian culture. By going through the empirical inventory of some common typologies of online gamers, by means of randomized, anonymous interviews with players, our final goal (and hope) was to sketch a relationship between social capital and group configuration, within an internal community of the online game (MMORPG) World of Warcraft.

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