We should be heroes...

Once upon a time in a not so distant galaxy a game researcher ventured into the world of persistent multiplayer games. He was not really there for the social stuff but loved strategy games – looking back two years later; he realized that he had been trapped. The cynical game researcher that had previously laughed at miserable people, cruel fates being caught up in online communities was no longer laughing at other online
players’ strong attachments to online communities. During the years he experienced the destruction of his first clan, the hope for a better place in a new clan, which he was forced to turn his back on due to the outside world’s pressure. Missing the game too much he descended once again into the game that would probably hardly qualify as a sub-quest in World of Warcraft in development hours: The graphics crude, the technical
solutions hopeless, management a nightmare, and cheaters too often soup of the day. Sure, the game was free but that hardly made up for the problems. So, why did so many play it, and continuously failed to leave it? Many of those who left swearing not to return came back - only to find the same ugly graphics, bugs, cheaters, and a long list of other problems. 

A case study of community building as a dominant strategy
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