Dmitri Williams

Orcid: 0000-0001-7995-4429

According to our database1, Dmitri Williams authored at least 53 papers between 2005 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks.
New Media Soc., February, 2024

2023
The larger, the fitter, the better: clans' evolution, social capital and effectiveness.
Internet Res., 2023

2022
How do we make the virtual world a better place? Social discrimination in online gaming, sense of community, and well-being.
Telematics Informatics, 2022

The art of being together: How group play can increase reciprocity, social capital, and social status in a multiplayer online game.
Comput. Hum. Behav., 2022

2021
I'll Play on My Other Account: The Network and Behavioral Differences of Sybils.
Proc. ACM Hum. Comput. Interact., 2021

Are you ready for artificial Mozart and Skrillex? An experiment testing expectancy violation theory and AI music.
New Media Soc., 2021

Let's Bail!: The evolution of individual-group affiliation in an online gaming community.
Comput. Hum. Behav., 2021

AI, you can drive my car: How we evaluate human drivers vs. self-driving cars.
Comput. Hum. Behav., 2021

2020
Sexist AI: An Experiment Integrating CASA and ELM.
Int. J. Hum. Comput. Interact., 2020

Viral vitriol: Predictors and contagion of online toxicity in World of Tanks.
Comput. Hum. Behav., 2020

2019
Racism, responsibility and autonomy in HCI: Testing perceptions of an AI agent.
Comput. Hum. Behav., 2019

Women Keep it Real: Avatar Gender Choice in <i>League of Legends</i>.
Cyberpsychology Behav. Soc. Netw., 2019

2018
Gamers Who Protest: Small-Group Play and Social Resources for Civic Action.
Games Cult., 2018

2016
We're All in This (Game) Together.
Commun. Res., 2016

2015
Stand by Your Man: An Examination of Gender Disparity in <i>League of Legends</i>.
Games Cult., 2015

Channels matter: Multimodal connectedness, types of co-players and social capital for Multiplayer Online Battle Arena gamers.
Comput. Hum. Behav., 2015

The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations.
Comput. Hum. Behav., 2015

2014
Pink and Blue Pixel$: Gender and Economic Disparity in Two Massive Online Games.
Inf. Soc., 2014

Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play.
J. Comput. Mediat. Commun., 2014

The evolution of social ties online: A longitudinal study in a massively multiplayer online game.
J. Assoc. Inf. Sci. Technol., 2014

Virtual Brokerage and Closure.
Commun. Res., 2014

Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership.
Comput. Hum. Behav., 2014

2013
Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models.
Proceedings of the Predicting Real World Behaviors from Virtual World Data @ SocialCom 2013, 2013

Guilt by association?: network based propagation approaches for gold farmer detection.
Proceedings of the Advances in Social Networks Analysis and Mining 2013, 2013

2011
Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs.
Games Cult., 2011

Focused on the prize: Characteristics of experts in massive multiplayer online games.
First Monday, 2011

What can gold farmers teach us about criminal networks?
XRDS, 2011

Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being.
Commun. Res., 2011

<i>Sic transit gloria mundi virtuali</i>?: promise and peril in the computational social science of clandestine organizing.
Proceedings of the Web Science 2011, 2011

Guild Play in MMOGs: Rethinking Common Group Dynamics Models.
Proceedings of the Social Informatics - Third International Conference, SocInfo 2011, 2011

Churn Prediction in MMORPGs Using Player Motivation Theories and an Ensemble Approach.
Proceedings of the PASSAT/SocialCom 2011, Privacy, 2011

Illicit Bits: Detecting and Analyzing Contraband Networks in Massively Multiplayer Online Games.
Proceedings of the PASSAT/SocialCom 2011, Privacy, 2011

Trust Amongst Rogues? A Hypergraph Approach for Comparing Clandestine Trust Networks in MMOGs.
Proceedings of the Fifth International Conference on Weblogs and Social Media, 2011

Towards Analyzing Adversarial Behavior in Clandestine Networks.
Proceedings of the Applied Adversarial Reasoning and Risk Modeling, 2011

2010
Dude Looks like a Lady: Gender Swapping in an Online Game.
Proceedings of the Online Worlds: Convergence of the Real and the Virtual, 2010

Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG.
J. Comput. Mediat. Commun., 2010

Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games.
Proceedings of the 2010 IEEE Second International Conference on Social Computing, 2010

2009
The virtual census: representations of gender, race and age in video games.
New Media Soc., 2009

As real as real? Macroeconomic behavior in a large-scale virtual world.
New Media Soc., 2009

Problematic Internet use and psychosocial well-being among MMO players.
Comput. Hum. Behav., 2009

Good Clean Fun? A Content Analysis of Profanity in Video Games and Its Prevalence across Game Systems and Ratings.
Cyberpsychology Behav. Soc. Netw., 2009

The Social Behaviors of Experts in Massive Multiplayer Online Role-Playing Games.
Proceedings of the 12th IEEE International Conference on Computational Science and Engineering, 2009

The Formation of Task-Oriented Groups: Exploring Combat Activities in Online Games.
Proceedings of the 12th IEEE International Conference on Computational Science and Engineering, 2009

Virtually There: Exploring Proximity and Homophily in a Virtual World.
Proceedings of the 12th IEEE International Conference on Computational Science and Engineering, 2009

Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGs.
Proceedings of the 12th IEEE International Conference on Computational Science and Engineering, 2009

2008
Who plays, how much, and why? Debunking the stereotypical gamer profile.
J. Comput. Mediat. Commun., 2008

Analysis of Social Networks and Group Dynamics from Electronic Communication.
Proceedings of the Next Generation of Data Mining., 2008

2007
The Impact of Time Online: Social Capital and Cyberbalkanization.
Cyberpsychology Behav. Soc. Netw., 2007

2006
On and Off the 'Net: Scales for Social Capital in an Online Era.
J. Comput. Mediat. Commun., 2006

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places".
J. Comput. Mediat. Commun., 2006

From Tree House to Barracks: The Social Life of Guilds in World of Warcraft.
Games Cult., 2006

Why Game Studies Now? Gamers Don't Bowl Alone.
Games Cult., 2006

2005
A Brief Social History of Game Play.
Proceedings of the Digital Games Research Conference 2005, 2005


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