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Dimensiunea ritualã a jocurilor online (The ritual dimension of online games)

by Dana F. Zabet

Ghergu, F. (2007) published in 'Revista Romana de Jurnalism si Comunicare' ('The Romanian Journal of Journalism and Communication') (4). Abstract available in English from: http://www.jurnalismsicomunicare.eu/rrjc/42007.html

Beyond Play: A New Approach to Games

by Thomas Malaby

Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new... more

Un rendez-vous parmi d’autres. Ce que le jeu sur internet nous apprend du travail contemporain

by Manuel Boutet

Manuel Boutet, 2011. « Un rendez-vous parmi d’autres. Ce que le jeu sur internet nous apprend du travail contemporain ». ethnographiques.org, Numéro 23 - décembre 2011 "Analyser les présences au travail : visibilités et invisibilités" [en ligne].
(http://www.ethnographiques.org/2011/ Boutet - consulté le 27.12.2011)

Abstract

What can we learn about contemporary work and its collective forms of sociability from the rise of... more

Hats of Affect: A Study of Affect, Achievements and Hats in Team Fortress 2

by Christopher Moore

Published in Game Studies, February 2011
Keywords: affect, achievements, persona, FPS, Team Fortress 2 , hats

An iconic staple of the First-Person Shooter genre, Team Fortress 2 , is popular for its chaotic action, distinguished... more

Visual spaces, norm governed places: The influence of spatial context online

by Rosa Mikeal Martey

Stromer-Galley, Jennifer and Rosa Mikeal Martey. (2009). New Media & Society, 11(6), 1041-1060.

Current theories of social interaction and normative influence in Computer-Mediated Communication were developed in... more

Sanctions, Punishment, and Game Design: Designing MMORPGs for Fair Treatment of Players

by Georgios Christou

This paper discusses the question of how game designers can keep their games fair when adding collaborative content... more

The Self and Second Life: A Case Study Exploring the Emergence of Virtual Selves

by Simon Evans

Chapter 3 in Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds (edited by Anna Peachey and Mark Childs, published by Springer UK)

Using the virtual world Second Life as a case study, the chapter begins a social psychological exploration of how... more

The Final Fantasy/Frontier: Digital Colonization & Cyber-nationalism in Final Fantasy XI

by Evan W. Lauteria

Paper presented at theThe 2011 Joint Conference of the National Popular Culture & American Culture Association and the Southwest/Texas Popular
Culture & American Culture Association, April 2011

Final Fantasy XI is a massively-multiplayer online role-playing game (MMORPG), first released in Japan in 2002 and... more

Gender Issues and Museum Websites

by Jonathan Bowen

Clara Baiget, Isabel Bernal, Sue Black, Nadia Blinova, Stefania Boiano, Ann Borda, Jonathan P. Bowen, Wera Grahn (University of Linköping, Sweden), Eleanor Lisney and Teresa Numerico. In David Bearman and Jennifer Trant (eds.), MW2005: Museums and the Web 2005, Vancouver, Canada, 13-16 April 2005.

Read more: Archives & Museum Informatics: Museums and the Web 2005: Papers: Bowen, et al., Gender Issues and Museum Web Sites http://www.archimuse.com/mw2005/papers/bowen/bowen.html
Under Creative Commons License: Attribution Non-Commercial No Derivatives

We consider the provision of museum Web sites with respect to gender issues from a number of different perspectives.... more

Is Electronic Community an Addictive Substance? An ethnographic offering from the EverQuest community

by Florence Chee

Co-authored with Smith, Richard; Edited by Price, Melissa Lee and Schaffer, Scott

Many people argue that computer games are unhealthy, and some people claim that they are "addictive." Such... more

Addiction and Randomness: A Comparative Analysis of Psycho-structural Elements in Gambling Games and Massively Multiplayer Online Role-playing games

by Faltin Karlsen

Book chapter from the Clearinghouse Yearbook: Children and Youth in the Digital Media Culture. From a Nordic Horizon, Nordicom 2010. This is a shorter version of the journal article Entrapment and Near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

Games. In Media and communications in Australian families 2007. (pp.267-278). Canberra: Australian Communications and Media Authority.

by Leonie Rutherford

Author's draft, pre-print copy, published by ACMA, 2007

Outlines and evaluates international and Australian research on the role of games (digital) in the lives of children... more

Bending the Rules …and Adding Some New Ones: Legal and Illegal Behaviours of Players in Massively Multiplayer Online Games

by Iro Voulgari

Voulgari, I., & Komis, V. (2011). Bending the Rules … and Adding Some New Ones: Legal and Illegal Behaviours of Players in Massively Multiplayer Online Games. To be presented at the international workshop DEG 2011 Involving End Users and Domain Experts in the Design of Educational Games (IS-EUD 2011). Torre Canne (Brindisi), Italy. Retrieved from https://sites.google.com/site/workshopdeg/.

In this paper we focus on the interaction of the players’ community in MMOGs with the game environment from the... more

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