This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds. Through these data I examined the social barriers deployed to fracture game world communities and arguably disperse the positive benefits of play. Specifically, my participants and my observational data indicate ...
This study employs a narrative approach to explore the relationship between gender and video gaming ...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
This paper argues that existential-materialism is a useful generative tool for feminist games, media...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2010.Whether virtual reality will have positive o...
Drawing on four years of participant observation, interviews, and game recordings, this dissertation...
This dissertation examines how gender is expressed and performed in the virtual gaming community of ...
Contrary to the popular belief that the Internet is a bodiless utopian space, I argue that gender is...
This dissertation explores the potential applications for virtual reality (VR) stories in support of...
University of Minnesota Ph.D. dissertation. December 2014. Major: Theatre Arts. Advisor: Margaret We...
This thesis examines how gamers construct sex and gender in the online game World of Warcraft (WoW),...
This dissertation presents an interpretative phenomenological analysis of the experience of being en...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
Massively Multiplayer Online Role Playing Games (MMORPGs or MMOs), now have over 22.5 million active...
Video games are a multi-billion global industry. Existing at the intersection of technology, art, an...
This study employs a narrative approach to explore the relationship between gender and video gaming ...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
This paper argues that existential-materialism is a useful generative tool for feminist games, media...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2010.Whether virtual reality will have positive o...
Drawing on four years of participant observation, interviews, and game recordings, this dissertation...
This dissertation examines how gender is expressed and performed in the virtual gaming community of ...
Contrary to the popular belief that the Internet is a bodiless utopian space, I argue that gender is...
This dissertation explores the potential applications for virtual reality (VR) stories in support of...
University of Minnesota Ph.D. dissertation. December 2014. Major: Theatre Arts. Advisor: Margaret We...
This thesis examines how gamers construct sex and gender in the online game World of Warcraft (WoW),...
This dissertation presents an interpretative phenomenological analysis of the experience of being en...
Anthropologists have previously engaged in virtual fieldwork in order to discover and document diffe...
Massively Multiplayer Online Role Playing Games (MMORPGs or MMOs), now have over 22.5 million active...
Video games are a multi-billion global industry. Existing at the intersection of technology, art, an...
This study employs a narrative approach to explore the relationship between gender and video gaming ...
There are two ways to understand play: one is to observe it, the other is to participate in it. Sinc...
This paper argues that existential-materialism is a useful generative tool for feminist games, media...