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Digital culture, play, and identity: a World of warcraft reader
0 references·16 citing·50 second hop
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  • 2011Game reward systems: Gaming experiences and social meanings211 cited
  • 2010My life as a night elf priest: an anthropological account of World of Warcraft181 cited
  • 2009Rationalizing Play: A Critical Theory of Digital Gaming105 cited
  • 2013A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture105 cited
  • 2014Personality and Internet usage: A large-scale representative study of young adults95 cited
  • 2016Playing Subaltern95 cited
  • 2011Designing social videogames for educational uses86 cited
  • 2014Productive fandom : intermediality and affective reception in fan cultures68 cited
  • 2010Participatory design at the museum67 cited
  • 2017From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems55 cited
  • 2013Design and analysis of collaborative interactions in social educational videogames51 cited
  • 2014In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games47 cited
  • 2017Drawing Inspiration from World of Warcraft: Gamification Design Elements for Behavior Change Technologies45 cited
  • 2015

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Information politics: liberation and exploitation in the digital society
43 cited
  • 2012REGULATING (VIRTUAL) SUBJECTS36 cited
  • 2020Is the internet the game changer? Disabled people and digital work in China34 cited