This paper is a result of a doctoral study on an Alternate Reality Game, “Urgent Evoke”, conducted in 2010. The discussion presented here specifically focuses on the appearance of “borrowing” from the web, which occurred as part of a game play. The paper describes one of the research participant’s sudden change from writing about and giving examples from his own personal experiences to copying and pasting sections from various pages on the web. It attempts to make sense of his behaviour and of the reactions of other players in the game, raising a question about understanding plagiarism in the context of cross-cultural interpretations. [The Explorations & Education Conference is the collaborative effort of graduate student representatives fr...
Much research has described the various practices of gaining access and participation in multi-user ...
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to t...
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to t...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
The Internet has opened and introduced numerous possibilities of easy access to material worldwide. ...
A research study was conducted on an Alternate Reality Game Evoke in spring 2010. The questions expl...
This paper reports a case study in which some students in a large-scale gamification implementation ...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
This research was conducted to gain a deeper understanding of ethical issues confronting Alternative...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...
Much research has described the various practices needed of gaining access and participation in mult...
Since the early 2000s, educators, administrators, politicians, and researchers have given increased ...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
This paper presents aspects of the design, development and implementation of an open e-learning reso...
Purpose – This paper aims to present and discuss cheat sites and cheating practices associated with ...
Much research has described the various practices of gaining access and participation in multi-user ...
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to t...
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to t...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
The Internet has opened and introduced numerous possibilities of easy access to material worldwide. ...
A research study was conducted on an Alternate Reality Game Evoke in spring 2010. The questions expl...
This paper reports a case study in which some students in a large-scale gamification implementation ...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
This research was conducted to gain a deeper understanding of ethical issues confronting Alternative...
In Confronting the Challenges of a Participatory Culture , Jenkins and colleagues (2006) outlined t...
Much research has described the various practices needed of gaining access and participation in mult...
Since the early 2000s, educators, administrators, politicians, and researchers have given increased ...
Digital games are both an exponent and a vehicle of cultural transformation. Not only do they form a...
This paper presents aspects of the design, development and implementation of an open e-learning reso...
Purpose – This paper aims to present and discuss cheat sites and cheating practices associated with ...
Much research has described the various practices of gaining access and participation in multi-user ...
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to t...
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to t...