Gaming Research

2020-06-09

Table of Contents



Gaming Research:

Guide to the Corrupted Blood Plague Documentation Collection [PDF]

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Online gaming a scoping study of massively multi-player online role playing games [PDF]

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Real-time sensory substitution to enable players who are blind to play video games using whole body gestures [PDF]

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A Brief History of Virtual Economy

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A Culture of ‘Casual Raiding’ Enhances Its Members’ Online Gaming Experiences: A Cognitive Anthropological and Ethnographic Approach to World of Warcraft

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A Hybrid Cultural Ecology: World of Warcraft in China

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All in a Day’s Work: A study of World of Warcraft NPCs Comparing Gender to Professions

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“Alone Together?” Exploring the Social Dynamics of Massively Multiplayer Online Games

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Antecedents of Collaborative Learning

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A Survey of Research in Real Money Trading

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Battlefields of Negotiation: Control, Agency, and Ownership in World of Warcraft

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Games of Stake: Control, Agency, and Ownership in World of Warcraft

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Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game

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Blizzard will soon display your real name: Identity and governance in WoW

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God Terms in the Networked Public of World of Warcraft

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Comparing 3D Content Creation: Interfaces in Two Virtual Worlds: World of Warcraft and Second Life

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Culture and the Jitters: Guild Affiliation and Online Gaming Eustress-Distress

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Handbook of Research on Effective Electronic Gaming in Education

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Denizens of Virtual Worlds: Power Gamers at “Play”

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Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds

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Emergent Cultural Differences in Online Communities’ Norms of Fairness

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Ethics and Morality in a World of Warcraft

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Factors and Processes Involved in Collaborative Learning and Problem Solving in Massively Multiplayer Online Games: Aspects of the Designed and the Social Environment

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Folklore of the Virtual Elves: Social Identity Construction and Performance in a Massively Multiplayer Online Role-Playing Game (MMORPG)

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Games Without Play

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Gamic Race: Logics of Difference in Videogame Culture

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‘Gods in World of Warcraft exist’: Religious reflexivity and the quest for meaning in online computer games

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Governance and Economy in a Virtual World: Guild Organization in World of Warcraft

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Human-Technology Rationality and Self-Network Organizastion: Players and Avatars in World of Warcraft

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Inferring Personality of Online Gamers by Fusing Multiple-View Predictions

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Inferring Player Rating from Performance Data in Massively Multiplayer Online Role-Playing Games (MMORPGs)

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Internet gaming addiction: current perspectives

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Issues In The Study Of Virtual World Social Movements

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‘Killing The Noob’ A thesis on Meritocracy and what it has to do with Massive Multiplayer Online Role Playing Games

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Living a Virtual Life: Social Dynamics of Online Gaming

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Massively Multiplayer Online Role-Playing Games: The Past, Present, and Future

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Math as Narrative in WoW Forum Discussions

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Moving between Virtual and Real Worlds: Second Language Learning through Massively Multiplayer Online Role Playing Games (MMORPGs)

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Navigating Sociotechnical Power Structures: Dynamics of Conflict in World of Warcraft’s Player Verses Player Events

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Network patterns and social architecture in Massively Multiplayer Online Games: Mapping the social world of EverQuest II

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Oil and Water do Mix: Social Science meets Engineering towards a transdisciplinary perspective on Cyberworlds

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Online Media Business Models: Lessons from the Video Game Sector

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Online Virtual Worlds as Anthropological Field Sites: Ethnographic Methods Training via Collaborative Research of Internet Gaming Cultures

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Persistent Rhetoric for Persistent Worlds: The Mutability of the Self in Massively Multiplayer Online Role-Playing Games

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Player Guild Dynamics and Evolution in Massively Multiplayer Online Games

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Playing another Game: Twinking in World of Warcraft

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Playing with Strangers: Understanding Temporary Teams in League of Legends

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Property in virtual worlds and insolvency

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Putting on the Troll Suit: Governmental Strategies in the Cyber-Surveillance of MMOs

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Reconceptualizing MMORPG Play: A Study on Actor-Network Theory in Practice

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Situating Productive Play: Online Gaming Practices and Guanxi in China

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Social dimensions of expertise in World of Warcraft players

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Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft

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Social Roles of Players in MMORPG Guilds

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“Stranger than Fiction”: Taxing Virtual Worlds

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Structural Roles in Massively Multiplayer Online Games: A Case Study of Guild and Raid Leaders in World of Warcraft

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Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms

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The Cheating Assemblage in MMORPGs: Toward a sociotechnical description of cheating

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The Generalization of Configurable Being

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The Partial Truths of Compensatory and Poor-Get-Poorer Internet Use Theories: More Highly Involved Videogame Players Experience Greater Psychosocial Benefits

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The Patterns, Effects and Evolution of Player Social Networks in Online Gaming Communities

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The Promise of Play: A New Approach to Productive Play

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The Real Economics of a Virtual World

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The rippling dynamics of valenced messages in naturalistic youth chat

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The Rogue in the Lovely Black Dress: Intimacy in World of Warcraft

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Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft

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The ‘White-eyed’ Player Culture: Grief Play and Construction of Deviance in MMORPGs

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War on Worldcrafting or Playfully Employed?

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What Makes an Orc? Racial Cosmos and Emergent Narrative in World of Warcraft

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World of Warcraft and the impact of game culture and play in an undergraduate game design course

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World of Warcraft Dramaturgical Approach: A Drama that Plays with its Own Limits

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Educational Video Game Design: A Review of the Literature

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Enhanced Mirrored Servers for Network Games

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Resource Allocation in a Client Server System for Massive Multi-Player Online Games

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Teaching Language and Culture with a Virtual Reality Game

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