are “created over time by the sustained pursuit of a shared enterprise ” and (2) change individuals in defining them within such communities. This paper adopts Wenger’s definition and examines communities of practice in the context of massively multiplayer online games. First, I provide an introduction to social prospects of online gaming and review how scholars have viewed virtual worlds with respect to learning. Next, I look at the World of Warcraft, a popular massively multiplayer online game, to see how relevant Wenger’s theoretical framework is to online gaming communities. This paper argues that virtual worlds in massively multiplayer online games foster virtual communities of practice that can contribute to learning practices in real...
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which p...
This article examines the characteristics of collaborative work and overlapping activity systems in ...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
Abstract. In this paper, we will analyze a massively multiplayer online game in an attempt to identi...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
This research project is comprised of a cross-cultural ethnography and social network analysis that ...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
This paper explores, through observation and testing, what possibilities from gaming can be extended...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
A much more attractive way to use the internet was discovered. Users are represented by avatars in t...
Claims around the blurring of producer and consumer categories and user-creativity are now commonpla...
An influential theory by the educational theorist Etienne Wenger talks about 'communities of practic...
This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be used eff...
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which p...
This article examines the characteristics of collaborative work and overlapping activity systems in ...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
This paper discusses virtual communities ’ formation and skill development through the process of pa...
Abstract. In this paper, we will analyze a massively multiplayer online game in an attempt to identi...
Although there is interest in the educational potential of online multiplayer games and virtual worl...
This research project is comprised of a cross-cultural ethnography and social network analysis that ...
In a time when video games are commonly blamed for anything from antisocial behavior, to the isolati...
This paper explores, through observation and testing, what possibilities from gaming can be extended...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
A much more attractive way to use the internet was discovered. Users are represented by avatars in t...
Claims around the blurring of producer and consumer categories and user-creativity are now commonpla...
An influential theory by the educational theorist Etienne Wenger talks about 'communities of practic...
This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be used eff...
Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which p...
This article examines the characteristics of collaborative work and overlapping activity systems in ...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...