The increasing convergence and mobility of digital network technologies have given rise to new, massively-scaled modes of social interaction where the physical and virtual worlds meet. This paper explores one product of these extreme networks, the emergent genre of immersive enter-tainment, as a potential tool for harnessing collective action. Through an analysis of the structure and rhetoric of immersive games, I explore how immersive aesthetics can generate a new sense of social agency in game players, and how collaborative play techniques can instruct real-world problem-solving. KEYWORDS massively-multiplayer gaming, virtual reality, collective intelligence, extreme network
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which p...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Virtual worlds started with the MMORPG (Massively Multiplayer Online Role-Playing Games) who emerged...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
In this article we argue that digital simulations promote and explore complex relations between the...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
The paper describes a game-based interaction scenario around an existing media architecture, develop...
Technology is changing faster day by day: The digital market is filled with new devices and machines...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
The current analyses of games is conducted in games studies at the sociological, aesthetical and eco...
Digital gaming‘s interactive potential is frequently discussed in scientific discourse. Virtual worl...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which p...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...
Virtual worlds started with the MMORPG (Massively Multiplayer Online Role-Playing Games) who emerged...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
Copyright 2003 Australia and New Zealand Communication AssociationThe processes of playing give game...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
In this article we argue that digital simulations promote and explore complex relations between the...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
The paper describes a game-based interaction scenario around an existing media architecture, develop...
Technology is changing faster day by day: The digital market is filled with new devices and machines...
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new me...
The current analyses of games is conducted in games studies at the sociological, aesthetical and eco...
Digital gaming‘s interactive potential is frequently discussed in scientific discourse. Virtual worl...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which p...
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form,...