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BETWEEN WORLDS REPORT FOR NESTA ON MIT/PUNCHDRUNK THEATRE SLEEP NO MORE DIGITAL R&D PROJECT
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BETWEEN WORLDS REPORT FOR NESTA ON MIT/PUNCHDRUNK THEATRE SLEEP NO MORE DIGITAL R&D PROJECT (2012)BETWEEN WORLDS REPORT FOR NESTA ON MIT/PU…Throughout: art and culture emerging with ubiquitous computing (2013)Throughout: art and culture e…Performing mixed reality (2012)Performing mixed realityBeyond Live: digital innovation in the performing arts (2010)Beyond Live: digital innovati…Pervasive Games: Theory and Design (2009)Pervasive Games: Theory and D…Ritual and its consequences: an essay on the limits of sincerity (2008)Ritual and its consequences: …Play between worlds: exploring online game culture (2007)Play between worlds: explorin…Twisty Little Passages: An Approach to Interactive Fiction (2003)Twisty Little Passages: An Ap…The Future of Ritual (2003)The Future of RitualThe Computer for the 21st Century (1991)The Computer for the 21st Cen…Reversal theory: motivation, emotion and personality (1989)Reversal theory: motivation, …Between Theater and Anthropology (1985)Between Theater and Anthropol…Thick Description: Towards an Interpretive Theory of Culture (1973)Thick Description: Towards an…Performance-Led Research in the Wild (2013)see me, feel me, touch me, hear me (2013)Collaboration, Awareness, and Communication in Real-Life Escape Rooms (2017)Choose Your Own Adventure: Attachment Dynamics in a Simulated Relationship (2007)Using an interactive visual novel to promote patient empowerment through engagement (2012)Increasing Donating Behavior Through a Game for Change (2015)Receiving shadows: governance and liminality in the night‐time economy 1 (2000)Performing tourism, staging tourism (2001)What’s so ‘Dark’ about ‘Dark Tourism’?: Death, Tours, and Performance (2009)Game design as marketing: How game mechanics create demand for virtual goods (2010)From game design elements to gamefulness (2011)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Understanding and Validity in Qualitative Research (1992)The Complexity of Intersectionality (2005)Collecting and Interpreting Qualitative Materials (2012)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Ethnographic Approaches to Digital Media (2010)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)Big other: Surveillance Capitalism and the Prospects of an Information Civilization (2015)Smart sustainable cities of the future: An extensive interdisciplinary literature review (2017)Building dynamic capabilities for digital transformation: An ongoing process of strategic renewal (2018)Goal constructs in psychology: Structure, process, and content. (1996)Emotions in Politics (2000)Educación emocional y competencias básicas para la vida (2003)Abraham Lincoln as Authentic Reproduction: A Critique of Postmodernism (1994)New faces in new places: the changing geography of American immigration (2009)Formal Dining at Cambridge Colleges: Linking Ritual Performance and Institutional Maintenance (2010)Ritual and Oratory Revisited: The Semiotics of Effective Action (2010)Farewell to the ‘childhood of man’: ritual, seasonality, and the origins of inequality (2015)Rituals of care for the elderly in northern Thailand: Merit, morality, and the everyday of long‐term care (2016)
this work references cited by second hop

References

  • 1991The Computer for the 21st Century10,032 cited
  • 1973Thick Description: Towards an Interpretive Theory of Culture4,210 cited
  • 1985Between Theater and Anthropology1,727 cited
  • 2007Play between worlds: exploring online game culture909 cited
  • 2009Pervasive Games: Theory and Design443 cited
  • 2003The Future of Ritual373 cited
  • 2003Twisty Little Passages: An Approach to Interactive Fiction257 cited
  • 2012Performing mixed reality252 cited
  • 1989Reversal theory: motivation, emotion and personality242 cited
  • 2008Ritual and its consequences: an essay on the limits of sincerity208 cited
  • 2013Throughout: art and culture emerging with ubiquitous computing122 cited
  • 2010Beyond Live: digital innovation in the performing arts20 cited

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