Thesis (M.A.)--Boston UniversityThe worlds encountered by players of online games are sociologically important, but attempts to observe and analyze action online has been stymied by methodological limitations. This paper analyzes research done on the online world for the subjects of identity, organization, and social control. It suggests a set of methodological tools for use with online research based on ethnography, ethnomethodology and categorization analysis that relies entirely on the online character for data
One aspect of the internet that has been discussed in relation to identity creation is whether we ca...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
This article examines the method of virtual ethnography – or “netnography” – as used by scholars of ...
This study concerns itself with the relationship between game design and emergent social behaviour i...
This thesis examines the ways of how different elements of identity are performed in massively mult...
This chapter considers the responsibility of criminologists as virtual ethnographers to reflexively ...
Cyber-ethnography is the application of the ethnographic method to the study of online communities a...
This paper discusses possible application of ethnographic research in the realm of virtual reality, ...
Der Aufsatz führt Leser(innen) in die Welt der Multi-User-Domains (MUD, http://de.wikipedia.org/wiki...
As the Internet begins to encapsulate more people within online communities, it is important that th...
This article discusses the application of a phenomenological framework to inform research in compute...
Ethnographic research is increasingly concerned with how the internet operates within our everyday l...
Virtual worlds and online societies are a growing part of the world today, and have not had the exte...
Ethnographers have long been concerned with how individuals and groups live out life in social space...
This paper discusses the application of a phenomenological framework to inform research in immersive...
One aspect of the internet that has been discussed in relation to identity creation is whether we ca...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
This article examines the method of virtual ethnography – or “netnography” – as used by scholars of ...
This study concerns itself with the relationship between game design and emergent social behaviour i...
This thesis examines the ways of how different elements of identity are performed in massively mult...
This chapter considers the responsibility of criminologists as virtual ethnographers to reflexively ...
Cyber-ethnography is the application of the ethnographic method to the study of online communities a...
This paper discusses possible application of ethnographic research in the realm of virtual reality, ...
Der Aufsatz führt Leser(innen) in die Welt der Multi-User-Domains (MUD, http://de.wikipedia.org/wiki...
As the Internet begins to encapsulate more people within online communities, it is important that th...
This article discusses the application of a phenomenological framework to inform research in compute...
Ethnographic research is increasingly concerned with how the internet operates within our everyday l...
Virtual worlds and online societies are a growing part of the world today, and have not had the exte...
Ethnographers have long been concerned with how individuals and groups live out life in social space...
This paper discusses the application of a phenomenological framework to inform research in immersive...
One aspect of the internet that has been discussed in relation to identity creation is whether we ca...
Studies of online interaction involving identity can be divided into two distinct categories. On the...
This article examines the method of virtual ethnography – or “netnography” – as used by scholars of ...