Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
By Constance Steinkuehler, Dmitri Williams. DiGRA Conference, 2006
883 citations recorded by the source corpus.
Subfields: Communication, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/7e7200bea5ee4f6cfa585f9d18e47ecab3142ca7
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Leonard Reinecke
- Daniel Kardefelt-Winther
- Sabine Trepte
- N. Yee
- Dmitri Williams
- Keno Juechems
- R. Belk
- Bonnie A. Nardi
In Sociology and Political Science
- Dmitri Williams
- Daniel Kardefelt-Winther
- Juho Hamari
- Mark D. Griffiths
- Leonard Reinecke
- Scott E. Caplan
- N. Yee
- Leonard A. Annetta
Citations in the corpus
- The social side of gaming: How playing online computer games creates online and offline social support (2012, background): “However, there are mixed results in terms of bonding social capital: Some studies have revealed positive effects of online gaming on bonding social capital online (Huvila et al., 2010), whereas others provide a rather pessimistic view (Steinkuehler & Williams, 2006; Williams et al., 2006).”
- Who plays, how much, and why? Debunking the stereotypical gamer profile (2008, background): “Causally, it is possible that game play created these outcomes, but it is equally possible that people with mental health issues are more likely to seek out MMOs.”
- A critical account of DSM-5 criteria for internet gaming disorder (2015, background): “…not taking into account how internet serves as a site for many social activities (Shen & Williams, 2011) and research on online gaming has detailed the extensive social interaction and community building that these spaces afford (Chen, 2009; Cole & Griffiths, 2007; Steinkuehler & Williams, 2006).”
- Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life (2009, background): “Moreover, Steinkuehler and Williams (2006) found that interacting within virtual worlds not only helps people build communities but also exposes them to a ‘‘diversity of world views” through the development of these virtual social relationships (p. 21).”
- The “I's” Have It: A Framework for Serious Educational Game Design (2010, background): “Vygotsky (1934) contended that, unlike animals (who react only to the environment), humans have the capacity to alter the environment for their own purposes.”
- Algorithms that Divide and Unite: Delocalisation, Identity and Collective Action in ‘Microwork’ (2016, background): “It is common for online communities to be cast as ‘virtual places’ that exist outside physical geography (Steinkuehler and Williams 2006).”
- Falling in love with online games: The uses and gratifications perspective (2010, background): “…each other, and achieving collaborative missions with netizens in the game worlds such as Happy Farm on Facebook, is one of the major factors driving players to participate in online games and is coherent with previous studies (Courtois et al., 2009; Kim & Kim, 2010; Steinkuehler & Williams, 2006).”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “Some early research has suggested that WoW may promote reading and writing achievement, including among boys who previously had little interest in such activities (Steinkuehler, in press; Steinkuehler & Duncan, 2008; Steinkuehler & Williams, 2006).”
- Extended Self in a Digital World (2013, background): “…(1999) criteria for third places (neutral ground, status leveling, conversation, accessibility, regulars, a low profile, a playful mood, and a home away from home), Steinkuehler and Williams (2006) conclude that MMOGs are excellent examples of third places where participants can “be themselves.””
- Strangers and friends: collaborative play in world of warcraft (2006, background): “Now that games are an important part of internet use, we have an opportunity to recognize the collaborative aspects of online fun, to expand “CSCW” to include activities that provide entertainment (Brown & Bell 2004; Bainbridge, 2007; Ducheneaut & Moore 2004; Ducheneaut, Yee, Nickell, & Moore, 2006;”