Studies of online interaction involving identity can be divided into two distinct categories. On the one hand, there is the study of the players, which often asks questions of a psychological or economic nature. On the other hand, there is the study of characters, which looks at issues of language or culture, and critical theory topics such as gender, class, and race online. While these two approaches have created a field of digital games research that provides many valuable resources and research projects, the separation between these topics is also limiting due to the complex and intertwined nature of online and offline interaction in the modern age. This paper presents a new definition of persona as an additional methodological concept t...
One application of the emerging field of persona studies is to the analysis of online fan persona. I...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
The objective of this research is firstly, to evaluate claims that cyberspace, due to its inherent q...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
This thesis examines the ways of how different elements of identity are performed in massively mult...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
This paper will explore the realm of virtual identity within the context of the online virtual world...
This paper explores the implications that the construction and use of avatars in games such as Secon...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
Researching persona is a study in the production, dissemination and exchange of public identity. One...
This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate ...
Digital games play an important role in identity construction by offering role models with whom play...
How do patterns of digital gameplay influence the functional and social roles, personal identity, an...
Online game playing has attracted much attention of scholars in recent years, entailing a lot of deb...
Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2010.Whether virtual reality will have positive o...
One application of the emerging field of persona studies is to the analysis of online fan persona. I...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
The objective of this research is firstly, to evaluate claims that cyberspace, due to its inherent q...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
This thesis examines the ways of how different elements of identity are performed in massively mult...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
This paper will explore the realm of virtual identity within the context of the online virtual world...
This paper explores the implications that the construction and use of avatars in games such as Secon...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
Researching persona is a study in the production, dissemination and exchange of public identity. One...
This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate ...
Digital games play an important role in identity construction by offering role models with whom play...
How do patterns of digital gameplay influence the functional and social roles, personal identity, an...
Online game playing has attracted much attention of scholars in recent years, entailing a lot of deb...
Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2010.Whether virtual reality will have positive o...
One application of the emerging field of persona studies is to the analysis of online fan persona. I...
At a time when young adults are building self-identity they are also connecting, in increasing numbe...
The objective of this research is firstly, to evaluate claims that cyberspace, due to its inherent q...