As virtual worlds gain popularity, they are quickly becoming places of online culture. Within these cultural contexts, players are re-inventing themselves through postmodern constructions of identity. This M.A. thesis explores the role of folklore in the virtual identity construction and performance within the online community of the massively multi-player online role-playing game Warhammer Online. As a product of popular culture, Warhammer Online acts as both a construction of commercialism and as a site of vernacular culture. Player communities participate in a power relationship with the development company as they negotiate the cultural commodification of play experience and vernacular appropriation. Flows of knowledge and folklore...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
In the wake of recent discourses growing around metaphors like globalization and information age, in...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
University of Minnesota Ph.D. dissertation. December 2014. Major: Theatre Arts. Advisor: Margaret We...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2010.Whether virtual reality will have positive o...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
This thesis is an ethnographic look at the player communities inside of the setting of digital onlin...
More and more, contemporary electronic games are transcending the player-versus-machine model, incor...
Massively Multiplayer Online Games house communities that require significant folkloric exploration....
Massively Multiplayer Online Role Playing Games (MMORPGs or MMOs), now have over 22.5 million active...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This paper describes the method of complete participant observation-style virtual ethnography and ho...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
In the wake of recent discourses growing around metaphors like globalization and information age, in...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...
University of Minnesota Ph.D. dissertation. December 2014. Major: Theatre Arts. Advisor: Margaret We...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
Includes bibliographical references (pages 94-103)Over the last ten years, society has become increa...
This study concerns itself with the relationship between game design and emergent social behaviour i...
Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2010.Whether virtual reality will have positive o...
The virtual ethnographic study by Kathryn Stam and Michael Scialdone seeks to understand social inte...
This thesis is an ethnographic look at the player communities inside of the setting of digital onlin...
More and more, contemporary electronic games are transcending the player-versus-machine model, incor...
Massively Multiplayer Online Games house communities that require significant folkloric exploration....
Massively Multiplayer Online Role Playing Games (MMORPGs or MMOs), now have over 22.5 million active...
Every day millions of video gamers flip a switch and disappear into a virtual world, striving to exc...
This paper describes the method of complete participant observation-style virtual ethnography and ho...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
In the wake of recent discourses growing around metaphors like globalization and information age, in...
This paper discusses two main claims made about virtual worlds: first, that people become “immersed”...