Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online Role Playing Games
暂无分享,去创建一个
[1] P. Kollock. The Economies of Online Cooperation: Gifts and Public Goods in Cyberspace , 1999 .
[2] Jonathan Grudin,et al. Computer-supported cooperative work: history and focus , 1994, Computer.
[3] Eric L. Lesser,et al. Communities of practice and organizational performance , 2001, IBM Syst. J..
[4] Lloyd P. Rieber,et al. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .
[5] Lev Vygotsky. Mind in society , 1978 .
[6] E. Wenger. Communities of Practice: Learning, Meaning, and Identity , 1998 .
[7] Tony Manninen,et al. Virtual Team Interactions in Networked Multimedia Games Case: "Counter-Strike" - Multi-player 3D Action Game , 2001 .
[8] Susan G. Straus,et al. Does the medium matter? The interaction of task type and technology on group performance and member reactions. , 1994, The Journal of applied psychology.
[9] D. Hindman. The Virtual Community: Homesteading on the Electronic Frontier , 1996 .
[10] Etienne Wenger,et al. Communities of Practice: Learning, Meaning, and Identity , 1998 .
[11] T. Hall. Ethnography: Principles in Practice. By M. Hammersley & P. Atkinson. Pp. 323. (Routledge, London, 1995.) , 1997, Journal of Biosocial Science.
[12] Michael Zyda,et al. Networked virtual environments - desgin and implementation , 1999 .
[13] B. Skinner. Is it behaviorism? , 1986, Behavioral and Brain Sciences.
[14] M. Castells. The rise of the network society , 1996 .
[15] Anna Cicognani,et al. On the linguistic nature of cyberspace and virtual communities , 1998, Virtual Reality.
[16] Harvey Pinney. The Structure of Social Action , 1940, Ethics.
[17] Jatinder N. D. Gupta,et al. IT takes a village: Virtual communities in support of education , 2000, Int. J. Inf. Manag..
[18] P. Kollock,et al. Communities in Cyberspace , 2002 .
[19] Marc Prensky,et al. Digital game-based learning , 2000, CIE.
[20] J. Piaget. Play, dreams and imitation in childhood , 1951 .
[21] T. Parsons,et al. The Structure of Social Action , 1938 .
[22] Thomas W. Malone,et al. Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..
[23] Jerome S. Bruner,et al. Going Beyond the Information Given , 2006 .
[24] Dimitrina S. Dimitrova,et al. Computer Networks as Social Networks: Collaborative Work, Telework, and Virtual Community , 1996 .
[25] P. Hildreth,et al. Going Virtual: Distributed Communities of Practice , 2003 .
[26] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[27] D. Jorgensen. Participant Observation: A Methodology for Human Studies , 1989 .
[28] John Seely Brown,et al. Book Reviews : The Social Life of Information By John Seely Brown and Paul Duguid. Boston: Harvard Business School Press, 2000. 320 pages , 2000 .
[29] T. Abel,et al. Mind, Self, and Society , 1934 .
[30] William Snyder,et al. Cultivating Communities of Practice: A Guide to Managing Knowledge , 2002 .
[31] Howard Rheingold,et al. Smart Mobs: The Next Social Revolution , 2002 .
[32] G. Fine. Shared Fantasy: Role-Playing Games as Social Worlds , 1983 .
[33] Joseph Wolfe,et al. Three Down-Loaded Mainframe Business Games: A Review , 1987 .
[34] Lee Sproull,et al. Making information cities livable , 2004, CACM.
[35] G. Hutton. Net gain: Expanding markets through virtual communities , 1998 .
[36] P. Berger,et al. The Social Construction of Reality , 1966 .
[37] E. Hippel. Innovation by User Communities: Learning From Open-Source Software , 2001 .
[38] G. Brady. Governing the Commons: The Evolution of Institutions for Collective Action , 1993 .
[39] J. Hagel,et al. Net gain: Expanding markets through virtual communities , 1999 .
[40] B. Moss,et al. The use of large-group role-play techniques in social work education , 2000 .
[41] Scott D. Johnson,et al. Team development and group processes of virtual learning teams , 2002, Comput. Educ..
[42] S. R. Gidrovich,et al. The Definition of Business Games and Trends in Their Utilization , 1981 .
[43] P. Kollock,et al. The economies of online cooperation , 2002 .
[44] Michael Henry Heim,et al. The metaphysics of virtual reality , 1993 .
[45] Jenny Preece,et al. Online Communities: Designing Usability and Supporting Sociability , 2000 .
[46] S. Turkle. Life on the Screen: Identity in the Age of the Internet , 1997 .
[47] Begoña Gros,et al. The impact of digital games in education , 2003, First Monday.
[48] Nigel Gilbert,et al. Synthesizing experiences: Lessons to be learned from Internet-mediated simulation games , 2003 .
[49] Larry D. Miller,et al. Interaction Games , 1979 .
[50] E. Wenger,et al. cultivating communities of practice , 2002 .
[51] Pierre Lévy,et al. Becoming Virtual: Reality in the Digital Age , 1998 .