SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Communities of play: emergent cultures in multiplayer games and virtual worlds
0 references·16 citing·47 second hop
Communities of play: emergent cultures in multiplayer games and virtual worlds (2010)Communities of play: emergent cultures in…The journalists’ exodus: Navigating the transition from Twitter to Mastodon and other alternative platforms (2025)The journalists’ exodus: Navi…The Chinese Diaspora and The Attempted WeChat Ban: Platform Precarity, Anticipated Impacts, and Infrastructural Migration (2022)The Chinese Diaspora and The …Selling LAND in Decentraland: The Regime of Non-fungible Tokens on the Ethereum Blockchain Under the Digital Content Directive (2020)Selling LAND in Decentraland:…‘More like an Arcade’ – The Limitations of Playable Games in Museum Exhibitions (2019)‘More like an Arcade’ – The L…The Routledge Companion to Media Studies and Digital Humanities (2018)The Routledge Companion to Me…Getting-to-know (2017)Getting-to-knowGerontoludic Design (2017)Gerontoludic DesignGame Development for Computer Science Education (2016)Game Development for Computer…Embodiment and fundamental motor skills in eSports (2016)Embodiment and fundamental mo…In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games (2014)In-Game Culture Affects Learn…Creative Misuse as Resistance: Surveillance, Mobile Technologies, and Locative Games (2014)Creative Misuse as Resistance…Coded Territories (2014)Coded TerritoriesThe place of the emplaced mobile: A case study into gendered locative media practices (2013)The place of the emplaced mob…Sorting Out the Metaverse and How the Metaverse Is Sorting Us Out (2013)Sorting Out the Metaverse and…Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)Player Identification in Onli…PRODUCTIVE PLAY: BEYOND BINARIES (2008)PRODUCTIVE PLAY: BEYOND BINAR…Writing and Difference (1980)The Mode of Information: Poststructuralism and Social Context. (1993)The Practice in Everyday Life (2020)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims (2016)Fostering Intrinsic Motivation through Avatar Identification in Digital Games (2016)Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives (2019)Communities of Practice (1998)Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System (2017)The Discovery of Grounded Theory (2017)Using Online Computer Games in the ELT Classroom: A Case Study (2017)A Review of Research on the Application of Digital Games in Foreign Language Education (2020)Personal, Portable, Pedestrian: Mobile Phones in Japanese Life (2006)Bindings against Boundaries: Entanglements of Life in an Open World (2008)Work's Intimacy (2011)Smartphone apps as cosituated closets: A lesbian app, public/private spaces, mobile intimacy, and collapsing contexts (2017)After Virtue: A Study in Moral Theory (1984)Phenomenology of Perception (2013)38. After Virtue: A Study in Moral Theory (2015)eSport vs sport: A comparison of spectator motives (2018)eSport vs. Sport: A Comparison of Spectator Motives (2018)Expertise in Professional Overwatch Play (2018)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Homo Ludens: A Study of the Play-Element in Culture. (1951)Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective (1988)Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning (2007)Estimating the Residential Population from Mobile Phone Data, an Initial Exploration (2019)Thick Big Data (2020)AI, Cultural Heritage, and Bias: Some Key Queries That Arise from the Use of GenAI (2024)The Laws of the Virtual Worlds (2004)Play between worlds: exploring online game culture (2007)Coming of age in Second Life: an anthropologist explores the virtually human (2009)Does utilizing smart contracts induce a financial connectedness between Ethereum and non-fungible tokens? (2022)Post-Covid-19 Metaverse Cybersecurity and Data Privacy: Present and Future Challenges (2023)Community and Consumer Dynamics in NFTs : Understanding Digital Asset Value Through Social Engagement (2025)A theory of migration (1966)Qualitative Research Interviewing: Biographic Narrative and Semi-Structured Methods (2001)Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory (2010)RETRACTED ARTICLE: Navigating Cultural Integration: The Role of Social Media Among Chinese Students in the UK (2024)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2012Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs280 cited
  • 2016Embodiment and fundamental motor skills in eSports147 cited
  • 2018The Routledge Companion to Media Studies and Digital Humanities62 cited
  • 2020Selling LAND in Decentraland: The Regime of Non-fungible Tokens on the Ethereum Blockchain Under the Digital Content Directive58 cited
  • 2014In-Game Culture Affects Learners' Use of Vocabulary Learning Strategies in Massively Multiplayer Online Role-Playing Games47 cited
  • 2016Game Development for Computer Science Education46 cited
  • 2013The place of the emplaced mobile: A case study into gendered locative media practices27 cited
  • 2014Creative Misuse as Resistance: Surveillance, Mobile Technologies, and Locative Games22 cited
  • 2022The Chinese Diaspora and The Attempted WeChat Ban: Platform Precarity, Anticipated Impacts, and Infrastructural Migration18 cited
  • 2017Gerontoludic Design17 cited
  • 2025The journalists’ exodus: Navigating the transition from Twitter to Mastodon and other alternative platforms13 cited
  • 2017Getting-to-know13 cited
  • 2014Coded Territories12 cited
  • 2019‘More like an Arcade’ – The Limitations of Playable Games in Museum Exhibitions

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

10 cited
  • 2008PRODUCTIVE PLAY: BEYOND BINARIES10 cited
  • 2013Sorting Out the Metaverse and How the Metaverse Is Sorting Us Out9 cited