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Millions of players today participate in MassivelyMulti-player Online Role-Playing Games, or MMORPGs, spendingupwards of dozens of hours a week in these online games. A numberof players engage in a range of play styles that intentionallydisrupt the gaming experience of other players. This behavior hasbeen termed grief play. There has to date been little scholarlywork on this behavior. This book explores perceptions and attitudestowards grief play including what it means, what motivates playersto engage in it, how it affects the game, player expectations ofmanagement, and grief play management itself. The book draws uponresearch on computer-mediated communication and virtual communitiesto contextualize the qualitative data. Reference is also made tobehavioral literature, including teasing and bullying. This bookwill be of interest to two groups of readers. Its exploration ofsocial disruption and conflict management will be useful to socialand computer-mediated communication researchers. Its investigationof in-game player behavior and game management will also be ofinterest to players, developers and operators of MMORPGs.
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