textThe intent of the researcher was initially to examine two questions: How are groups and/or peer cultures formed in the virtual play space of Massive Multiplayer Role Playing Games (MMORPGs), particularly City of Heroes; and how do information behavior theories, including meaning-making, and play theories, particularly in combination, might serve to explain the phenomenon of group formation and maintenance? Two other questions emerged and were added to the study. What, if any, other in-game social relationships can be explained or understood in light of information behavior theories, including meaning-making, and play theories, separately or in combination? What, if anything do in-game social relationships contribute to successfu...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Purpose. The purpose of this paper is to explore how virtual world communities employ new media as a...
Due to the character of the original source materials and the nature of batch digitization, quality ...
This article examines the information seeking behavior and meaningmaking in virtual play spaces by ...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
This paper discusses the application of a phenomenological framework to inform research in immersive...
This project explores how game players develop sense of place, the perception that a space has meani...
This study concerns itself with the relationship between game design and emergent social behaviour i...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
The rise of Massively Multiplayer Online Games (MMOGs) and virtual worlds has made it possible to re...
Playing computer games is a hobby shared by many people of different national and cultural backgroun...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...
This article examines the form and function of massively multiplayer online games (MMOs) in terms of...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Purpose. The purpose of this paper is to explore how virtual world communities employ new media as a...
Due to the character of the original source materials and the nature of batch digitization, quality ...
This article examines the information seeking behavior and meaningmaking in virtual play spaces by ...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
This paper discusses the application of a phenomenological framework to inform research in immersive...
This project explores how game players develop sense of place, the perception that a space has meani...
This study concerns itself with the relationship between game design and emergent social behaviour i...
This thesis is the culmination of a five year research project exploring online gamers and the cult...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
The rise of Massively Multiplayer Online Games (MMOGs) and virtual worlds has made it possible to re...
Playing computer games is a hobby shared by many people of different national and cultural backgroun...
Online worlds have become a fundamental element of the virtual landscape. The development of MMORPGs...
This article examines the form and function of massively multiplayer online games (MMOs) in terms of...
Massively Multi-player Online Role-Playing Games (MMORPGs) such as Guild Wars and World of Warcraft ...
Purpose. The purpose of this paper is to explore how virtual world communities employ new media as a...
Due to the character of the original source materials and the nature of batch digitization, quality ...