Community, Frame of Reference, and Boundary: Three Sociological Concepts and their Relevance for Virtual Worlds Research
暂无分享,去创建一个
[1] C. W. Morris. Imagined communities: Reflections on the origin and spread of nationalism , 1995 .
[2] J. Williams,et al. The Straightedge Subculture on the Internet: A Case Study of Style-Display Online , 2003 .
[3] Oren Etzioni,et al. Face-to-Face and Computer-Mediated Communities, A Comparative Analysis , 1999, Inf. Soc..
[4] F. Tönnies,et al. Community and society (Gemeinschaft und Gesellschaft) , 1959 .
[5] R. Bagozzi,et al. Intentional social action in virtual communities , 2002 .
[6] Howard Rheingold. Virtual communities - exchanging ideas through computer bulletin boards , 2008 .
[7] M. Lamont,et al. The Study of Boundaries in the Social Sciences , 2002 .
[8] Heith Copes,et al. "How Edge Are You?" Constructing Authentic Identities and Subcultural Boundaries in a Straightedge Internet Forum , 2005 .
[9] Karenza Moore,et al. Community, identity and digital games. , 2006 .
[10] Torill Elvira Mortensen,et al. WoW is the New MUD , 2006 .
[11] N. Denzin. Cybertalk and the Method of Instances , 1999 .
[12] Julie Fadda,et al. Dream machines , 1999 .
[13] A. Bennett. Subcultures or Neo-Tribes? Rethinking the Relationship between Youth, Style and Musical Taste , 1999 .
[14] AchterboschLeigh,et al. Massively multiplayer online role-playing games , 2008 .
[15] T. L. Taylor,et al. Book Review: T.L. Taylor, Play Between WorldS: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006. vii+197 pp. ISBN 0262201631, $29.95 hbk , 2007, New Media Soc..
[16] J. Trost. On Symbolic Interactionism , 2009 .
[17] Constance Steinkuehler,et al. Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.
[18] E. Press. Delinquent Boys—The Culture of the Gang , 1955 .