Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using …
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader …
From the Publisher: Beginning with an introduction to the Web and how it works, followed by the theories and methods of cyberculture studies, Web. Studies moves on to consider …
A Faiola, SA Matei - Journal of computer-mediated …, 2005 - academic.oup.com
Numerous studies have identified links among culture, user preferences, and Web site usability. Most of these studies were reports of findings from a behavioral perspective in …
Q Wan, Z Lu - Proceedings of the ACM on Human-Computer …, 2024 - dl.acm.org
VTubers, or Virtual YouTubers, are live streamers who create streaming content using animated 2D or 3D virtual avatars. In recent years, there has been a significant increase in …
E Hayes - Games and culture, 2007 - journals.sagepub.com
This article explores issues of gender and video gaming, typically perceived as a masculine practice, through case studies of two adult women gamers. Drawing on a conception of …
This article explores relationships between players and the owners of the massively multiplayer online games (MMOG) they inhabit. Much of the language around these large …
This encyclopedia, edited by the deputy director of the National Science Foundation's Division of Information and Intelligent Systems, compiles 186 articles on the maturing field of …
S Barab, T Dodge, H Tuzun, K Job-Sluder… - The design and use of …, 2007 - brill.com
Over the last decade, video games have become one of the most significant forms of media for the enculturation of youth, especially males. According to a Kaiser Family Foundation …