Play between Worlds: Exploring Online Game Culture
By Ross Macdonald. 2007
627 citations recorded by the source corpus.
Subfields: Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/090f9df0067ac7f03c9819d992f7888f4b5d306e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Sociology and Political Science
- Dmitri Williams
- Scott E. Caplan
- N. Yee
- Petter Bae Brandtzæg
- Mark D. Griffiths
- Julian Togelius
- Juho Hamari
- Jan Heim
Citations in the corpus
- Problematic Internet use and psychosocial well-being among MMO players (2009, background): “Moreover, individuals who subscribe to MMO games often engage in a variety of forms of computer-mediated interpersonal interactions with other players (Cole & Griffiths , 2007; Lo, Wang, & Fang, 2005; Taylor, 2006; Yee, 2007).”
- Understanding the new digital divide - A typology of Internet users in Europe (2011, background): “Entertainment usage online is thought to have increasing importance in the information society for both child and adult populations (Brandtzaeg et al., 2003; Taylor, 2006).”
- The virtual census: representations of gender, race and age in video games (2009, background): “However, research on female gamers generally has found the opposite: that female players in educational (DeJean et al., 1999), online (Taylor, 2006) and more general game contexts seek out feminine, sexy and strong characters to play (Royse et al., 2007).”
- Ethnographic Approaches to Digital Media (2010, methodology): “…and cities such as Chennai (Fuller & Narasimhan 2007, 2008); spatially situated ritual events such as gamer and hacker conferences (Coleman 2010, Taylor 2006); and places such as body shops, cyber cafes, and Internet centers (Burrell 2010, Constable 2003, Johnson 2007, Smith 2007, Tawil-Souri…”
- Who plays, how much, and why? Debunking the stereotypical gamer profile (2008, background): “Recent game research shows that in MMOs these two functions go hand-in-hand as groups seek organization to accomplish goals, especially large-group raids (Taylor, 2006).”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): ““Fun” and “enjoyment” are widely used labels for the main desirable experiences and driving motives of gameplay, yet they are also notoriously elusive and overdetermined constructs (Taylor, 2006, pp. 67–92).”
- Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life (2011, background): “…avatars has focused on representations of female characters and their sexualization, particularly the fact that the few female characters that do exist are often dressed in revealing clothing, including the infamous chain mail bikinis of Everquest (Children Now, 2001; Dietz, 1998; Taylor, 2006).”
- Experience-Driven Procedural Content Generation (2011, background): “Twenty years ago, game players were largely young white males with an interest in technology; nowadays, gamers can be found in every part of society [2].”
- Gender, Simulation, and Gaming: Research Review and Redirections (2010, background): “While girls and women certainly are less visible as gamers, that is not to say they are not playing (Bryce & Rutter, 2003; Carr, 2005; Jenson & de Castell, 2005; T. L. Taylor, 2006).”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, background): “In a recent article, Thorne (2009) assessed the foreign language developmental potential of Internet interest communities and, particularly, fan fiction sites, drawing upon Vygotsky’s (1978) zone of proximal development (ZPD).”