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Now showing items 11-20 of 20
Being Effie: The Hunger Games and War as a Form of Entertainment Media Consumption
(Conference: Media in Transition 8, 2013)
Building Policy that Crosses Virtual Borders: A Case Study of A Virtual Labor Strike with Real World Ramifications
(Telecommunication Policy Research Conference (TPRC), 2010)
Within this paper, the authors present an initial analysis of a protest case study in Second Life and the policy, legal and regulatory issues it involves. In particular, the authors elaborate on the current understanding ...
Lesbian, Gay, Bisexual and Transgender (LGBT) Issues in Virtual Worlds
(Association for Computing Machinery, 2007)
In virtual worlds, users interact with each other by creating virtual identities through avatars. As the avatar creation process is constrained by the assumptions of designers who develop the avatar creation tools, some ...
And the ringleaders were banned: an examination of protest in virtual worlds.
(Proceedings of the Fourth International Conference on Communities and Technologies, C&T 2009, 2009)
Protest has made the jump between the offline and the online spaces and is frequently used in most virtual worlds available today. Despite the frequency of these protest actions in virtual worlds, and their similarities ...
The Merging of Telecommunications Policy and Science Policy Through Broadband Stimulus Funding
(The 37th TPRC Research Conference on Communication, Information and Internet Policy, 2009)
The Broadband Technologies Opportunities Program was seen as a historic attempt by the Obama administration to bring broadband access to the underserved or unserved communities of the US while also investing capital into ...
Gaming for Girls: An Action-Research Intervention
(Playing to Win: The Business and Social Frontiers of Videogames, 2008)
Nexus: New Intersections in Internet Research. The Internet an Empowering Technology?
(11th Annual Conference of the Association of Internet Researchers (AoIR), 2010)
Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public
(Routledge, 2012)
As video games have attracted more critical attention and theoretical discourse and games play a more visible part in our media landscape, the modern video game community impacts the wider world of online culture and ...
Two-Layer Structures in Scientific Collaboratories
(Workshop on The Changing Dynamics of Scientific Collaboration, CSCW: Computer Supported Coorperative Work, 2010)
We report preliminary results from a socio-technical analysis of scientific collaboration situated in physical anthropology research. We analyze the two-layer structure of the collaboration: one loosely coupled through ...
Hearing ’Lady Game Creators’ Tweet: #1ReasonWhy, Women and Online Discourse in the Game Development Community
(Conference: 14th Annual Conference for the Association of Internet Researchers (AoIR)14th Annual Conference for the Association of Internet Researchers (AoIR), 2013)
This paper examines the rise of the #1ReasonWhy hashtag on Twitter during November 2012. It looks at how the @replies and RTs used within the hashtag built a picture of the issues facing women within the field of game ...