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What is Clan

Encyclopedia of Networked and Virtual Organizations
A persistent (beyond a single session of play) team of players of a 1PS that compete together as a team in online competitions.
Published in Chapter:
Virtual Organizations in Commercial Games
Michael Barlow (University of NSW at ADFA, Australia)
Copyright: © 2008 |Pages: 8
DOI: 10.4018/978-1-59904-885-7.ch241
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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Playing Roles in the MMORPG Kingdom of Loathing
A self-organised group of players of a particular game.
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