[PDF][PDF] This might be a game: ubiquitous play and performance at the turn of the twenty-first century

JE McGonigal - 2006 - janemcgonigal.com
This Might Be a Game examines the historical intersection of ubiquitous computing and
experimental game design, circa 2001 AD. Ubiquitous computing, or ubicomp, is the …

[图书][B] Cognition and learning in massively multiplayer online games: A critical approach

CA Steinkuehler - 2005 - search.proquest.com
This dissertation consists of a collection of articles based on a two-year online cognitive
ethnography of the Massively Multiplayer Online Game (MMOG) entitled Lineage. In the first …

[图书][B] A world of excesses: Online games and excessive playing

F Karlsen - 2016 - taylorfrancis.com
This book explores gaming culture, focusing on competent players and excessive use.
Addressing the contested question of whether addiction is possible in relation to computer …

[图书][B] Social interaction in online multiplayer communities

M Siitonen - 2007 - jyx.jyu.fi
The main purpose of this study is to describe and understand the dynamics of social
interaction in online multiplayer computer gaming communities. Online multiplayer gaming …

Entrapment and near miss: A comparative analysis of psycho-structural elements in gambling games and massively multiplayer online role-playing games

F Karlsen - International journal of mental health and addiction, 2011 - Springer
While massively multiplayer online role-playing games like World of Warcraft are often
accused of leading to excessive and harmful playing, the only gaming activity that is …

“And all of a sudden my life was gone…”: A biographical analysis of highly engaged adult gamers

E Domahidi, T Quandt - New Media & Society, 2015 - journals.sagepub.com
Highly engaged gaming and its potentially adverse effects have been the subject of ongoing
debate in media and science, most commonly in relation to problematic playing behaviours …

[PDF][PDF] Understanding the limits of theory

R Bartle - 2009 - repository.essex.ac.uk
Bartle's1 player types model is the best-known and most widely-used theory of virtual world
design. However, it is frequently misunderstood and misapplied. This article examines the …

Theorycrafting: from collective intelligence to intrinsic satisfaction

F Karlsen - Proceedings of DiGRA 2011 Conference: Think Design …, 2011 - dl.digra.org
My aim with this paper is to explore theorycrafting as cultural praxis, closely related to
gaming. Theorycrafting can be defined as 'the attempt to mathematically analyze game …

Analyzing social identity (re) production: Identity liminal events in MMORPGs

JA Salazar - Journal For Virtual Worlds Research, 2008 - jvwr-ojs-utexas.tdl.org
Untitled Page 1 Page 2 Vol. 1. No. 3 “Cultures of Virtual Worlds” February 2009 Guest Editors
Mia Consalvo Mark Bell Editor Jeremiah Spence Technical Staff Andrea Muñoz John Tindel …

Users interact differently: Towards a usability-oriented user taxonomy

F Hermann, I Niedermann, M Peissner, K Henke… - … . Interaction Design and …, 2007 - Springer
This paper proposes a preliminary user taxonomy that describes differences among users
when interacting with Information and Communication Technology (ICT) systems. A …