[LIVRE][B] My life as a night elf priest: An anthropological account of World of Warcraft
B Nardi - 2010 - library.oapen.org
World of Warcraft rapidly became one of the most popular online world games on the planet,
amassing 11.5 million subscribers—officially making it an online community of gamers that …
amassing 11.5 million subscribers—officially making it an online community of gamers that …
Electronic sports: A new marketing landscape of the experience economy
Y Seo - Journal of marketing management, 2013 - Taylor & Francis
Competitive computer gaming (eSports) has emerged as an important aspect of virtual-world
consumption. This paper advances the concept of eSports consumption in marketing by …
consumption. This paper advances the concept of eSports consumption in marketing by …
What's in an ecology? A review of artifact, communicative, device and information ecologies
Decades of research have examined human-computer interaction with or across multiple
(computational) artifacts as artifact ecologies, communicative ecologies, device ecologies …
(computational) artifacts as artifact ecologies, communicative ecologies, device ecologies …
A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world
Prior studies have shown how knowledge diffusion occurs in classrooms and structured
small groups around assigned tasks yet have not begun to account for widespread …
small groups around assigned tasks yet have not begun to account for widespread …
Being in the World (of Warcraft): Raiding, realism, and knowledge production in a massively multiplayer online game
A Golub - Anthropological Quarterly, 2010 - JSTOR
This paper discusses two main claims made about virtual worlds: first, that people become"
immersed" in virtual worlds because of their sensorial realism, and second, because virtual …
immersed" in virtual worlds because of their sensorial realism, and second, because virtual …
New media practices in China: Youth patterns, processes, and politics
C Wallis - International Journal of Communication, 2011 - ijoc.org
This article examines the dynamics of new media in China with an emphasis on youth uses
and practices. While much attention has been devoted to the government's regime of …
and practices. While much attention has been devoted to the government's regime of …
That's not my fault: Excuses given by players exhibiting in-game intra-team aggressive behavior in online games
WK Tan, LM Chen - Computers in Human Behavior, 2022 - Elsevier
Social interaction acts as a key motivation for playing online games; however, some players
engage in in-game intra-group aggressive behavior, such as swearing, ignoring, and …
engage in in-game intra-group aggressive behavior, such as swearing, ignoring, and …
Playing with strangers: understanding temporary teams in league of legends
Game researchers have extensively studied how players form long-term social
organizations such as guilds and clans to accomplish complex tasks such as raiding in …
organizations such as guilds and clans to accomplish complex tasks such as raiding in …
Internet censorship in China: Examining user awareness and attitudes
Internet censorship has been a popular topic both in academia and in the popular press. A
fundamental question that has not been fully addressed is how censorship is perceived by …
fundamental question that has not been fully addressed is how censorship is perceived by …
The ill effects of “opium for the spirit”: a critical cultural analysis of China's Internet addiction moral panic
M Szablewicz - Chinese Journal of Communication, 2010 - Taylor & Francis
This article examines the crisis over Internet gaming and Internet addiction in China through
the lens of moral panic theory. In addition to comparing the Chinese situation to other crises …
the lens of moral panic theory. In addition to comparing the Chinese situation to other crises …