This descriptive case study examined adolescents\u27 and emerging adults\u27 literate and social practices within the context of a role-play-game (RPG) forum, investigating the ways participants read and collaboratively composed within this space. As a researcher, I was interested in how this space functioned and how the interactions between members impacted their composing processes, with particular attention to the role of online spaces and popular culture in adolescents\u27 motivation to engage in this forum. This study was guided by three research questions: (1) In what ways is Trelis Weyr, an RPG forum, organized as a virtual environment?; (2) In what ways, and for what purposes, do adolescents and emerging adults (ages 14-24) engage i...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
This descriptive case study examined adolescents\u27 and emerging adults\u27 literate and social pra...
This descriptive case study examined adolescents\u27 and emerging adults\u27 literate and social pra...
This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commo...
abstract: I will be investigating the merit of participatory culture in online literary roleplaying....
Abstract: A common argument about computer games and learning is that the commitment gamers have mig...
Technopopular culture such as computer games immerses young people in highly complex and engaging wo...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...
Alternate Reality Games (ARGs) are an innovative form of digital entertainment. Players, companies, ...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
This descriptive case study examined adolescents\u27 and emerging adults\u27 literate and social pra...
This descriptive case study examined adolescents\u27 and emerging adults\u27 literate and social pra...
This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commo...
abstract: I will be investigating the merit of participatory culture in online literary roleplaying....
Abstract: A common argument about computer games and learning is that the commitment gamers have mig...
Technopopular culture such as computer games immerses young people in highly complex and engaging wo...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...
Alternate Reality Games (ARGs) are an innovative form of digital entertainment. Players, companies, ...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
The paper presents a theoretical and empirical analysis of involvement phenomenon in massively multi...
In this session, we argue that gaming-related affinity spaces provide models for the development of ...