New media technologies are ubiquitous. Among these, digital games continue their rise in significance, constituting a visible domain within which people learn and develop specific sets of skills and practices. This study addresses a lack of research into the socialization experiences of new media technology users. I explore how participants experienced socialization into two digital games that they had never played before, World of Warcraft and Portal 2. Using a symbolic interactionist approach and an array of qualitative methods such as observations, talk-aloud protocols, audiovisual recordings of gameplay, “gameplay reviews” and in-depth interviews, I extracted rich data from the gameplay and interpretations of eight university student pa...
The research paper addresses the issue of the impact of MMORPGs on social culture and communication ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Games have received increased scholarly attention due to the economic value they generate. Yet, some...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Multiplayer online games (MOGs) are a popular video game genre that facilitates social interactions,...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Online multiplayer games have become complex social worlds. As such, playing these games requires mo...
The progressive diffusion of interpersonal communication devices and their evolution into systems mo...
The research paper addresses the issue of the impact of MMORPGs on social culture and communication ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Including others in a playful activity fundamentally changes the concept of play into social play. T...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
Digital games have become a social medium. Players are often socially motivated to play games and ac...
Games have received increased scholarly attention due to the economic value they generate. Yet, some...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
Over much of the world, contemporary communicative practices are mediated by a wide range of digital...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Multiplayer online games (MOGs) are a popular video game genre that facilitates social interactions,...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Digital gaming presents an engaging, widely varied, and increasingly popular pastime. Yet in recent ...
Online multiplayer games have become complex social worlds. As such, playing these games requires mo...
The progressive diffusion of interpersonal communication devices and their evolution into systems mo...
The research paper addresses the issue of the impact of MMORPGs on social culture and communication ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Including others in a playful activity fundamentally changes the concept of play into social play. T...