A theoretical framework for online game society: the case of league of legends
暂无分享,去创建一个
[1] D. Swartz. Culture and Power: The Sociology of Pierre Bourdieu , 1998 .
[2] Julian A. Oldmeadow,et al. Geek or Chic? Emerging Stereotypes of Online Gamers , 2012 .
[3] Martial Van der Linden,et al. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..
[4] Mark Chen,et al. Leet Noobs: Expertise and Collaboration in a World of Warcraft Player Group as Distributed Sociomaterial Practice , 2010 .
[5] Mark D. Griffiths,et al. Breaking the Stereotype: The Case of Online Gaming , 2003, Cyberpsychology Behav. Soc. Netw..
[6] V. Mottier,et al. Masculine domination , 2002 .
[7] Nick Yee,et al. Motivations of Play in MMORPGs , 2005, DiGRA Conference.
[8] Mark Chen,et al. Communication, Coordination, and Camaraderie in World of Warcraft , 2009, Games Cult..
[9] N. Yee. The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't , 2014 .
[10] S. Eggleston,et al. Research in the Sociology of Education , 1976 .
[11] Vili Lehdonvirta,et al. Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in MMO Studies , 2010, Game Stud..
[12] Adrienne Shaw,et al. Do you identify as a gamer? Gender, race, sexuality, and gamer identity , 2012, New Media Soc..
[13] Constance Steinkuehler,et al. Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.
[14] Ming-Hui Wen,et al. Body and mind: a study of avatar personalization in three virtual worlds , 2009, CHI.
[15] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[16] Robert J. Moore,et al. Building an MMO With Mass Appeal , 2006 .
[17] Isto Huvila,et al. Social capital in Second Life , 2010, Online Inf. Rev..
[18] Dmitri Williams. Why Game Studies Now? Gamers Don't Bowl Alone , 2006, Games Cult..