Anthropologists have previously engaged in virtual fieldwork in order to discover and document different large online worlds such as World of Warcraft (Nardi 2010), Everquest (Taylor 2006), Second Life (Boellstroff 2008). These ethnographies cover a multitude of topics such as motivations for playing, gender dispar ity, addiction, and language. T his thesis looks away from the large online role - playing worlds , yet take inspiration from previous anthropological works in order to take a closer look at university students in Orange County in California who spend their ti me playing competitive video games for social and economic rewards . I observed and documented two teams of collegiate esports players during their weekly training sessions...
Video games represent the future of storytelling, changing the impact of cultural narratives in impo...
Video games represent the future of storytelling, changing the impact of cultural narratives in impo...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Over the past decades, the scholarly discourse of violent video games as a possible influence for ag...
Video games are currently one of the leading entertainment mediums across the globe, with games like...
Little is known concerning how young players learn to participate in various activities in virtual w...
This thesis explores the contemporary world of video games and analyzes why people engage with singl...
The purpose of this study is to research toxicity through how it was understood, experienced, and de...
This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture t...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
This thesis contributes to contemporary sociological debates about video games and video gaming by b...
Video games represent the future of storytelling, changing the impact of cultural narratives in impo...
Video games represent the future of storytelling, changing the impact of cultural narratives in impo...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Over the past decades, the scholarly discourse of violent video games as a possible influence for ag...
Video games are currently one of the leading entertainment mediums across the globe, with games like...
Little is known concerning how young players learn to participate in various activities in virtual w...
This thesis explores the contemporary world of video games and analyzes why people engage with singl...
The purpose of this study is to research toxicity through how it was understood, experienced, and de...
This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture t...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
This thesis contributes to contemporary sociological debates about video games and video gaming by b...
Video games represent the future of storytelling, changing the impact of cultural narratives in impo...
Video games represent the future of storytelling, changing the impact of cultural narratives in impo...
This dissertation focuses on the ways four academically struggling adolescent males used their video...