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Documentary in a Multiplatform Context
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Documentary in a Multiplatform Context (2013)Documentary in a Multiplatform ContextDistinction: A Social Critique of the Judgement of Taste* (2018)Distinction: A Social Critiqu…The Wealth of Networks (2017)The Wealth of NetworksConvergence Culture: Where Old and New Media Collide (2017)Convergence Culture: Where Ol…Amusing Ourselves to Death: Public Discourse in the Age of Show Business (2010)Amusing Ourselves to Death: P…Confronting the Challenges of Participatory Culture (2009)Confronting the Challenges of…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…The long tail: why the future of business is selling less of more (2007)The long tail: why the future…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…The Information Age: Economy, Society and Culture (1999)The Information Age: Economy,…No Logo: Taking Aim at the Brand Bullies (1999)No Logo: Taking Aim at the Br…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Being Digital (1995)Being DigitalThe Virtual Community: Homesteading on the Electronic Frontier (1994)The Virtual Community: Homest…Handbook of Qualitative Research (1994)Handbook of Qualitative Resea…Representing reality: issues and concepts in documentary (1992)Representing reality: issues …Case Study Research: Design and Methods (1984)Case Study Research: Design a…Governing the Commons: The Evolution of Institutions for Collective Action (1992)Between Facts and Norms (1996)Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)The politics of ‘platforms’ (2010)Organizational Ambidexterity: Past, Present, and Future (2013)Big other: Surveillance Capitalism and the Prospects of an Information Civilization (2015)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)New Media: A Critical Introduction (2003)From Content to Context: Videogames as Designed Experience (2006)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Qualitative research: Methods in the social sciences (2006)Document Analysis as a Qualitative Research Method (2009)What Is Agency? (1998)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Sampling Knowledge: The Hermeneutics of Snowball Sampling in Qualitative Research (2008)Determining Validity in Qualitative Inquiry (2000)Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups (2007)Computer-Mediated Communication (1996)Language and the Internet (2001)Social networks and Internet connectivity effects (2005)Role of social media in online travel information search (2009)Impact of Online Consumer Reviews on Sales: The Moderating Role of Product and Consumer Characteristics (2010)Organizing for Innovation in the Digitized World (2012)Defining Twenty-First Century Skills (2011)Infrastructure studies meet platform studies in the age of Google and Facebook (2016)Interactive Home Shopping: Consumer, Retailer, and Manufacturer Incentives to Participate in Electronic Marketplaces (1997)Social Implications of the Internet (2001)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Will the real smart city please stand up? (2008)Conceptualizing smart city with dimensions of technology, people, and institutions (2011)
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References

  • 1984Case Study Research: Design and Methods82,022 cited
  • 1994Handbook of Qualitative Research26,666 cited
  • 2018Distinction: A Social Critique of the Judgement of Taste*20,319 cited
  • 2017Convergence Culture: Where Old and New Media Collide6,941 cited
  • 1999The Information Age: Economy, Society and Culture6,045 cited
  • 1994The Virtual Community: Homesteading on the Electronic Frontier5,655 cited
  • 2017The Wealth of Networks3,718 cited
  • 1995Being Digital3,041 cited
  • 2007The long tail: why the future of business is selling less of more2,882 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,802 cited
  • 2009Confronting the Challenges of Participatory Culture2,411 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2010Amusing Ourselves to Death: Public Discourse in the Age of Show Business1,713 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 1992Representing reality: issues and concepts in documentary1,609 cited
  • 1999No Logo: Taking Aim at the Brand Bullies

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