Game Player communities and forums often trade gaming tips and discoveries (and 'cheats'). Do personality traits emerge while in avatar mode that logically relate to public social personality traits? Is there a correlation that is consistent?
Wish I could help you directly. Seems like MMorG studies discuss this quite a bit. Research I have briefly read, which I can't name right off, is that many people enjoy avatar personas because they can assume "dreamlike" conceptual models of themselves as opposed to who they really are. The sense I got is that this alternate ego is shared in the community, but it does not relate back to real world personalities. Now maybe you are saying does one a particular real-life personality type assume particular identity types. Again, from the research perspective this may have ethical privacy issues for research, people use these sites to maintain privacy. Wish I could help more
You might find some interesting thoughts on this in the PhD thesis of Marinka Copier: Beyond the Magic Circle: A Network Perspective on Role-Play in Online Games (PhD Thesis (Utrecht University) on online gaming in a social networking perspective, focusing on World of Warcraft).
Bit off topic but provides some insight into the gaming community. There is currently an uproar in the gaming industry, it only happened in the last few days. Search for 'gamergate' with Google.
GamerGate is a natural response to the overwhelming proportion of male oriented games. Avatar anonymity allows a lot of space to overly emote, thinking there is no real harm done, much like the faux 'kills' in a violence-themed game. I am focused on the communities that may be forming around corporate sponsored training gameplay and /or special interest gameplay (promotional games) that support a commercial brand or message (e.g. religion or philosophy).
There is a lot about human-computer interaction in the ACM library, specifically persuasive technology. I wonder if its possible to identify communities from the papers on gameification.
From a socialpsychological point of view, Nauroth and colleagues wrote an excellent paper on how gamer communities respond to scientific findings on gaming. I highly recommend reading it.
Article Gamers against science: The case of the violent video games debate
I have article called Social tribe culture case study: geocaching game, which you might be interested. https://www.academia.edu/7977535/Ihamäki_P._2014_Social_tribe_culture_case_study_geocaching_game
Sociologist T.l. Taylor has done much research on gaming communities, both in MMO:s and in E-sports. She discuss gaming industry, professional e-sport, teams etc. in her latest book "Raising the Stakes." She has done research on the topic online/offline personality in MMOs.
Both Nick Yee and T.L Taylor, which are mentioned earlier, seems highly relevant. I would also recommend a research network which have written several articles about online games from a social perspective, found here: http://129.105.161.80/wp/. I have also written a paper called "Theorycrafting: from collective intelligence to intrinsic satisfaction" that might be of interest.
Quizá pueda serle de ayuda esta dirección electrónica: https://rei.iteso.mx/bitstream/handle/11117/2481/ruben_melendez_magallanes.pdf?sequence=2 ; Es una Tesis para obtener el grado de Maestro en Comunicación de la Ciencia y la Cultura. Tlaquepaque, Jalisco, Diciembre del 2011