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Volumn , Issue , 2005, Pages

Information behavior and the formation and maintenance of peer cultures in Massive Multiplayer Online Role-Playing Games: A case study of City of Heroes

Author keywords

Information behavior theory; Meaning making; MMORPG; Peer culture; Play theory

Indexed keywords

CONCEPTUAL FRAMEWORKS; INFORMATION BEHAVIOR; MEANING-MAKING; MMORPG; MMORPGS; MULTIPLAYERS; OFFLINE; PLAY THEORY; ROLE-PLAYING GAME; SOCIAL CONVENTION; VIRTUAL WORLDS;

EID: 84873347212     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (6)

References (22)
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    • (1990) Acts of Meaning
    • Bruner, J.1
  • 5
    • 84873342665 scopus 로고    scopus 로고
    • They're just playing": The cultural paradox surrounding play
    • Adelaide: Finder's University, December 6-8
    • Cowan, A. (2000) "They're just playing" : The cultural paradox surrounding play. Sociological Sites/Sight TASA Conference, Adelaide: Finder's University, December 6-8.
    • (2000) Sociological Sites/Sight TASA Conference
    • Cowan, A.1
  • 6
    • 77953861745 scopus 로고    scopus 로고
    • Gaining more than experience points: Learning social behavior in multiplayer computer games
    • Paper read at, April 26, 2004 at Vienna Austria
    • Ducheneaut, N. and Moore, R.J. (2004) Gaining more than experience points: Learning social behavior in multiplayer computer games. Paper read at CHI Workshop on Social learning through gaming, April 26, 2004 at Vienna Austria
    • (2004) CHI Workshop on Social Learning Through Gaming
    • Ducheneaut, N.1    Moore, R.J.2
  • 9
    • 84873372909 scopus 로고    scopus 로고
    • About the Community of role-players
    • Finland
    • Leppalahti, M. (2004) About the Community of role-players. RoPeCon 2004. Finland
    • (2004) RoPeCon 2004
    • Leppalahti, M.1
  • 11
    • 84873372566 scopus 로고    scopus 로고
    • Interaction in networked virtual environments as communicative action: Social theory and multi-player games
    • Manninen, T. (2000) Interaction in networked virtual environments as communicative action: Social theory and multi-player games. IEEE.
    • (2000) IEEE
    • Manninen, T.1
  • 12
    • 0003891615 scopus 로고
    • C.W. Morris (Ed.). Chicago: University of Chicago Press
    • Mead, G.H. (1934). Mind, self and society. C.W. Morris (Ed.). Chicago: University of Chicago Press.
    • (1934) Mind, Self and Society
    • Mead, G.H.1
  • 16
    • 0004022060 scopus 로고    scopus 로고
    • Cambridge, Mass. : Harvard University Press
    • Sutton-Smith, B. (1997) The ambiguity of play. Cambridge, Mass. : Harvard University Press.
    • (1997) The Ambiguity of Play
    • Sutton-Smith, B.1
  • 18
    • 0009384902 scopus 로고    scopus 로고
    • Computational technologies and images of self
    • Turkle, S. (1997) Computational technologies and images of self. Social Research 64(n3), 1093-1111.
    • (1997) Social Research , vol.64 , Issue.3 , pp. 1093-1111
    • Turkle, S.1
  • 19
    • 84937312841 scopus 로고
    • Constructions and reconstructions of self in virtual reality
    • Summer
    • Turkle, S.(1994). Constructions and Reconstructions of Self in Virtual Reality. Mind, Culture, and Activity,1, 3, Summer.
    • (1994) Mind, Culture, and Activity , vol.1 , pp. 3
    • Turkle, S.1
  • 21
    • 0003841659 scopus 로고    scopus 로고
    • Hilldale, New Jersey: Lawrence Erlbaum Associates
    • and Culture of the Internet,Sara Kiesler (ed.). Hilldale, New Jersey: Lawrence Erlbaum Associates, 1997.
    • (1997) Culture of the Internet
    • Kiesler, S.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.