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dc.contributor.authorLundmark, Sebastian
dc.date.accessioned2011-11-03T18:53:52Z
dc.date.available2011-11-03T18:53:52Z
dc.date.issued2011-11-03
dc.identifier.urihttp://hdl.handle.net/2077/27949
dc.description.abstractThis thesis, by employing a four month self-selected panel-study of players from the Massively Multiplayer Online Role-Playing Game (MMORPG) World of Warcraft as well as a control-group of non-players, find that generalized trust is negatively affected by participation in an online gaming environment. By creating an analytical framework of what constitutes a voluntary association this thesis also find that the Guilds in World of Warcraft constitutes such an association and that some of the negative effect by playing World of Warcraft can be explained by playing in ethnically homogenous guilds and off-set by playing in ethnically heterogeneous guilds. In other words, by playing MMORPG:s we are no longer only playing games, we are gaming together and that affect how we evaluate society.sv
dc.language.isoengsv
dc.subjectGeneralized trustsv
dc.subjectMMORPGsv
dc.subjectExperience-based trustsv
dc.subjectvoluntary associationssv
dc.subjectWorld of Warcraftsv
dc.titleGaming Together. When an imaginary world affects generalized trustsv
dc.typeText
dc.setspec.uppsokSocialBehaviourLaw
dc.type.uppsokH2
dc.contributor.departmentGöteborgs universitet/Statsvetenskapliga institutionenswe
dc.contributor.departmentUniversity of Gothenburg/Department of Political Scienceeng
dc.type.degreeMaster theses


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