Digital footprints: Opportunities and challenges for online social research

SA Golder, MW Macy - Annual review of sociology, 2014 - annualreviews.org
Online interaction is now a regular part of daily life for a demographically diverse population
of hundreds of millions of people worldwide. These interactions generate fine-grained time …

Serious games as a catalyst for boundary crossing, collaboration and knowledge co-creation in a watershed governance context

S Jean, W Medema, J Adamowski, C Chew… - Journal of environmental …, 2018 - Elsevier
Novel methods for enhancing collaboration and interactions are required to ensure that
stakeholders and governments are able to develop a shared vision that supports …

[PDF][PDF] Social science with social media

SA Golder - 2017 - ecommons.cornell.edu
Over the past twenty-five years, electronic communication has matured from being a niche
social activity mainly enjoyed by academics and engineers, to an important enabler of the …

Learning outcomes and processes in massively multiplayer online games: exploring the perceptions of players

I Voulgari, V Komis, DG Sampson - Educational Technology Research …, 2014 - Springer
Over the past decade research has recognised the learning potential of massively
multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced …

Re-mediating research ethics: End-user license agreements in online games

FM Chee, NT Taylor… - Bulletin of science …, 2012 - journals.sagepub.com
This article is a theoretical and empirical exploration of the meaning that accompanies
contractual agreements, such as the End-User License Agreements (EULAs) that …

Collaborative learning in massively multiplayer online games: A review of social, cognitive and motivational perspectives

I Voulgari, V Komis - Handbook of research on improving learning …, 2011 - igi-global.com
In this chapter a theoretical framework is proposed for the investigation of Massively
Multiplayer Online Games (MMOGs) as environments for the emergence of collaborative …

[HTML][HTML] Automatic-play and player deskilling in MMORPGs

S De Paoli - Game Studies, 2013 - gamestudies.org
The goal of this essay is to investigate some of the consequences related to the substitution
of human-play with automatic-play in Massively Multiplayer Online Role-Playing Games …

Systems and methods for referral benefits

NTJ Hayden, RM Reeves, R Monden… - US Patent …, 2014 - Google Patents
Systems, methods, and articles of manufacture provide for games that may be adjusted to
provide bonuses to players playing together, Such as when one player has referred the …

Virtual inequality: a woman's place in cyberspace

K Bergstrom - Proceedings of the international conference on the …, 2012 - dl.acm.org
EVE Online is a space-themed Massively Multiplayer Online Game (MMOG) that to date has
remained largely unexplored in an academic context. This particular MMOG has a reputation …

Heterogeneous knowledge distribution in MMO player behavior: Using domain knowledge to distinguish membership in a community of practice

S Lakhmani, P Oppold, MA Rupp, JL Szalma… - Computers in Human …, 2016 - Elsevier
Current examinations of expertise in the Massively Multiplayer Online (MMO) domain focus
primarily on player performance; explorations of player knowledge, however, have the …