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Virtual Organizations in Commercial Games

Virtual Organizations in Commercial Games
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Author(s): Michael Barlow (University of NSW at ADFA, Australia)
Copyright: 2008
Pages: 8
Source title: Encyclopedia of Networked and Virtual Organizations
Source Author(s)/Editor(s): Goran D. Putnik (University of Minho, Portugal)and Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-59904-885-7.ch241

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Abstract

Modern computer games—one of the most common forms of entertainment today—have given rise to a diverse and rapidly changing collection of virtual organizations. These organizations, some of which are particularly large, are focused around the play, and to a lesser extent the development, of the games themselves. All share a number of the properties of the more traditionally recognized commercial or business virtual organizations and teams—electronic communication, geographic distribution of the members, changing membership, lack of permanence, and shared sense of purpose or identity (Barnatt, 1995; Jagers, Jansen & Steenbakkers, 1998; Wiesenfeld, Raghuram & Garud, 1999) —though differing in their focus on non-commercial activities and in particular entertainment, leisure, and play.

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