This dissertation addresses a gap in the academic study of digital games whereby investigations remain focused on current players and the experiences of former or non-players are rarely accounted for. Using EVE Online (EVE), a massively multiplayer online game (MMOG) known for its difficult learning curve and homogenous community as a case study, I conducted an investigation of who does/does not play this particular game and their stated reasons for playing or not. I argue that while EVE is positioned in the MMOG market as a sandbox style game where in-game activities are only limited by a players imagination, in reality only a very particular type of play (and player) is publically acknowledged by EVEs developer (CCP Games), the gaming ent...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
There is no clear definition of what qualifies as a hardcore game, yet there is significant speculat...
In the past twenty-five years, the production of digital games has become a global media industry st...
_EVE Online_ is a space-themed Massively Multiplayer Online Game (MMOG) that has a reputation of hav...
EVE Online is a space-themed massively multiplayer online game that has developed a reputation for ...
EVE Online, released in 2003 by CCP Games, is a space-themed Massively Multiplayer Online Game (MMOG...
One of the main research topics in the article was the question of morality and ethics within the Ev...
This phenomenological study was conducted to examine the ways that individuals experience massively ...
Former players offer important yet underutilized insights into the norms and expectations of game co...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
"Following on from previous research that has highlighted the difficulties females face whilst playi...
This dissertation presents an interpretative phenomenological analysis of the experience of being en...
ABSTRACT This study explores the diversity of females in the realm of video games. Previous studies...
Interest in virtual worlds has grown within academia and popular culture. Virtual worlds are persist...
© 2015 Dr. Marcus Daniel CarterEVE Online is a science-fiction themed massively multiplayer online g...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
There is no clear definition of what qualifies as a hardcore game, yet there is significant speculat...
In the past twenty-five years, the production of digital games has become a global media industry st...
_EVE Online_ is a space-themed Massively Multiplayer Online Game (MMOG) that has a reputation of hav...
EVE Online is a space-themed massively multiplayer online game that has developed a reputation for ...
EVE Online, released in 2003 by CCP Games, is a space-themed Massively Multiplayer Online Game (MMOG...
One of the main research topics in the article was the question of morality and ethics within the Ev...
This phenomenological study was conducted to examine the ways that individuals experience massively ...
Former players offer important yet underutilized insights into the norms and expectations of game co...
© 2016 Dr. Mitchell Owen HarropThis thesis covers the negotiation of rules and experiences by player...
"Following on from previous research that has highlighted the difficulties females face whilst playi...
This dissertation presents an interpretative phenomenological analysis of the experience of being en...
ABSTRACT This study explores the diversity of females in the realm of video games. Previous studies...
Interest in virtual worlds has grown within academia and popular culture. Virtual worlds are persist...
© 2015 Dr. Marcus Daniel CarterEVE Online is a science-fiction themed massively multiplayer online g...
International evidence indicates that the number of females involved in video-gaming is increasing. ...
There is no clear definition of what qualifies as a hardcore game, yet there is significant speculat...
In the past twenty-five years, the production of digital games has become a global media industry st...