One aspect of the internet that has been discussed in relation to identity creation is whether we can transcend our physical selves when we enter an online environment, thus potentially creating the internet as a space where we could leave our bodies when performing our identity. The purpose of this master thesis is to investigate the accomplishment of membership categorization within the domain of online gaming and through it identity in an online gaming environment. This thesis argues that the discourse within Dota2 constructs the identity of the unsuccessful gamer as an outsider or deviant in terms of nationality, sexuality, and mental capability. Games of Dota2 have been observed and the interaction via the in game chat system has been ...
Thesis (M.A.)--Boston UniversityThe worlds encountered by players of online games are sociologically...
In this paper, we present an approach to modeling as-pects of the identities of videogame players by...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
One aspect of the internet that has been discussed in relation to identity creation is whether we ca...
This thesis examines the ways of how different elements of identity are performed in massively mult...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
As technology advanced, it created a new environment known as the online environment which now serve...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Onli...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
Video game production is more than a successful entertainment industry. With games as vessels, many ...
The population of female gamers of Massive Multiplayer Online Games has increased significantly. Mas...
This thesis will ethnographically analyze the interrelationships between gender, class, and subcultu...
Thesis (M.A.)--Boston UniversityThe worlds encountered by players of online games are sociologically...
In this paper, we present an approach to modeling as-pects of the identities of videogame players by...
This article proposes a scale for measuring player identification in massively multiplayer online ga...
One aspect of the internet that has been discussed in relation to identity creation is whether we ca...
This thesis examines the ways of how different elements of identity are performed in massively mult...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
As the player population of massively multiplayer online role-playing games (MMORPGs) grows, these g...
As technology advanced, it created a new environment known as the online environment which now serve...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Onli...
Massively Multiplayer Online Games continue to grow and attract millions of players. While it is gen...
Video game production is more than a successful entertainment industry. With games as vessels, many ...
The population of female gamers of Massive Multiplayer Online Games has increased significantly. Mas...
This thesis will ethnographically analyze the interrelationships between gender, class, and subcultu...
Thesis (M.A.)--Boston UniversityThe worlds encountered by players of online games are sociologically...
In this paper, we present an approach to modeling as-pects of the identities of videogame players by...
This article proposes a scale for measuring player identification in massively multiplayer online ga...