메뉴 건너뛰기




Volumn , Issue , 2010, Pages 1-236

My life as a Night Elf Priest: An anthropological account of world of warcraft

(1)  Nardi, Bonnie a  

a NONE

Author keywords

[No Author keywords available]

Indexed keywords


EID: 84896183479     PISSN: None     EISSN: None     Source Type: Book    
DOI: None     Document Type: Book
Times cited : (457)

References (221)
  • 2
    • 84896180326 scopus 로고    scopus 로고
    • Too much video gaming not addiction, yet
    • June 27, Last accessed January 2009
    • AMA. 2007. Too Much Video Gaming Not Addiction, Yet. Washington Post, June 27. http://www.washingtonpost.com/wp-dyn/content/article/2007/06/27/AR20070 62700995.html. Last accessed January 2009.
    • (2007) Washington Post
  • 3
  • 6
    • 34547606452 scopus 로고    scopus 로고
    • The scientific research potential of virtual worlds
    • Bainbridge, W. 2007. The Scientific Research Potential of Virtual Worlds. Science 317:472-76.
    • (2007) Science , vol.317 , pp. 472-476
    • Bainbridge, W.1
  • 7
    • 34748851910 scopus 로고    scopus 로고
    • Electronic game research methodologies: Studying religious implications
    • Bainbridge, W., and W. Bainbridge. 2007. Electronic Game Research Methodologies: Studying Religious Implications. Review of Religious Research 46:35-53.
    • (2007) Review of Religious Research , vol.46 , pp. 35-53
    • Bainbridge, W.1    Bainbridge, W.2
  • 9
    • 0347173022 scopus 로고    scopus 로고
    • A sociocognitive analysis of substance abuse: An agentic perspective
    • Bandura, A. 1999. A Sociocognitive Analysis of Substance Abuse: An Agentic Perspective. Psychological Science 10:214-17.
    • (1999) Psychological Science , vol.10 , pp. 214-217
    • Bandura, A.1
  • 11
    • 51149116826 scopus 로고    scopus 로고
    • Intimate Interactions: Online Representation and Software of the Self, October, 11-15
    • Bardzell, J., and S. Bardzell. 2008. Intimate Interactions: Online Representation and Software of the Self, interactions magazine, October, 11-15.
    • (2008) Interactions Magazine
    • Bardzell, J.1    Bardzell, S.2
  • 12
    • 51149115173 scopus 로고    scopus 로고
    • The experience of embodied space in virtual worlds: An ethnography of a second life community
    • Bardzell, S., and W. Odom. 2008. The Experience of Embodied Space in Virtual Worlds: An Ethnography of a Second Life Community. Space and Culture 11:239-59.
    • (2008) Space and Culture , vol.11 , pp. 239-259
    • Bardzell, S.1    Odom, W.2
  • 13
    • 84896228656 scopus 로고    scopus 로고
    • Last accessed July 2008
    • Barma Group. 2008. Born Again Christians. http://www.barma.org/FlexPage. aspx?Page=Topic & TopicID=8. Last accessed July 2008.
    • (2008) Born Again Christians
  • 18
    • 33947231790 scopus 로고    scopus 로고
    • A ludicrous discipline? Ethnography and game studies
    • Boellstorff, T. 2006. A Ludicrous Discipline? Ethnography and Game Studies. Games and Culture 1:29-35.
    • (2006) Games and Culture , vol.1 , pp. 29-35
    • Boellstorff, T.1
  • 20
    • 77649116806 scopus 로고    scopus 로고
    • Slaying monsters for science
    • Bohannon, J. 2008. Slaying Monsters for Science. Science 20. http://www.sciencemag.org/cgi/content/full/320/5883/1592c.
    • (2008) Science , pp. 20
    • Bohannon, J.1
  • 23
    • 0003036014 scopus 로고
    • Performative acts and gender constitution: An essay in phenomenology and feminist theory
    • ed. S. Case, Baltimore: Johns Hopkins University Press
    • Butler, J. 1990. Performative Acts and Gender Constitution: An Essay in Phenomenology and Feminist Theory. In Performing Feminisms: Feminist Critical Theory and Theatre, ed. S. Case, 121-40. Baltimore: Johns Hopkins University Press.
    • (1990) Performing Feminisms: Feminist Critical Theory and Theatre , pp. 121-140
    • Butler, J.1
  • 26
    • 33846906559 scopus 로고    scopus 로고
    • Chicago: University of Chicago Press
    • Castronova, E. 2005. Synthetic Worlds. Chicago: University of Chicago Press.
    • (2005) Synthetic Worlds
    • Castronova, E.1
  • 27
    • 84896160394 scopus 로고    scopus 로고
    • The grand diversion: Play, work, and virtual worlds
    • Cefkin, M., S. Stucky, and W. Ark. 2009. The Grand Diversion: Play, Work, and Virtual Worlds. Artifact 2.
    • (2009) Artifact , pp. 2
    • Cefkin, M.1    Stucky, S.2    Ark, W.3
  • 28
    • 84896179543 scopus 로고    scopus 로고
    • Last accessed August 2008
    • CGAlliance. n. d. http://www.cgalliance.org/forums/showthread.php?t= 15533. Last accessed August 2008.
  • 29
    • 85050788910 scopus 로고    scopus 로고
    • The games we play online and offline: Making wang-tta in korea
    • Chee, F. 2006. The Games We Play Online and Offline: Making Wang-Tta in Korea. Popular Communication 4:225-39.
    • (2006) Popular Communication , vol.4 , pp. 225-239
    • Chee, F.1
  • 30
    • 61049340548 scopus 로고    scopus 로고
    • Is electronic community an addictive substance?
    • ed. S. Schaffer and M. Price, Oxford: Inter-Disciplinary Press
    • Chee, F., and R. Smith. 2005. Is Electronic Community an Addictive Substance? In Interactive Convergence: Critical Issues in Multimedia, ed. S. Schaffer and M. Price, 137-55. Oxford: Inter-Disciplinary Press.
    • (2005) Interactive Convergence: Critical Issues in Multimedia , pp. 137-155
    • Chee, F.1    Smith, R.2
  • 31
    • 61949217527 scopus 로고    scopus 로고
    • Communication, coordination, and camaraderie in world of warcraft
    • Chen, M. 2009. Communication, Coordination, and Camaraderie in World of Warcraft. Games and Culture 4:47-73.
    • (2009) Games and Culture , vol.4 , pp. 47-73
    • Chen, M.1
  • 33
    • 84896150061 scopus 로고    scopus 로고
    • Build theory in guild wars and world of warcraft
    • University of California, Irvine
    • Choontanom, T. 2008. Build Theory in Guild Wars and World of Warcraft. Honors thesis, University of California, Irvine.
    • (2008) Honors Thesis
    • Choontanom, T.1
  • 34
    • 77950820197 scopus 로고    scopus 로고
    • Last accessed April 2008
    • CNNIC. 2007. The 20th China Internet Report. http://www.cnnic.cn/ uploadfiles/pdf/2007/7/18/113918.pdf. Last accessed April 2008.
    • (2007) The 20th China Internet Report
  • 37
    • 84896256214 scopus 로고    scopus 로고
    • Crunched by passion: Women game developers and workplace challenges
    • ed. Y. Kafai, C. Heeter, J. Denner, and J. Sun, Cambridge: MIT Press
    • Consalvo, M. 2008. Crunched by Passion: Women Game Developers and Workplace Challenges. In Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, ed. Y. Kafai, C. Heeter, J. Denner, and J. Sun, 214-33. Cambridge: MIT Press.
    • (2008) Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming , pp. 214-233
    • Consalvo, M.1
  • 38
    • 80052641786 scopus 로고    scopus 로고
    • World of warcraft as a playground for feminism
    • ed. H. Corneliussen and J. Rettberg, Cambridge: MIT Press
    • Corneliussen, H. 2008. World of Warcraft as a Playground for Feminism. In Digital Culture, Play, and Identity: A World of Warcraft Reader, ed. H. Corneliussen and J. Rettberg, 135-53. Cambridge: MIT Press.
    • (2008) Digital Culture, Play, and Identity: A World of Warcraft Reader , pp. 135-153
    • Corneliussen, H.1
  • 40
    • 59249109549 scopus 로고    scopus 로고
    • Hybrid ecologies: Understanding cooperative interaction in emerging physical-digital environments
    • Crabtree, A., and T. Rodden. 2007. Hybrid Ecologies: Understanding Cooperative Interaction in Emerging Physical-Digital Environments. Personal and Ubiquitous Computing 4:1-38.
    • (2007) Personal and Ubiquitous Computing , vol.4 , pp. 1-38
    • Crabtree, A.1    Rodden, T.2
  • 42
    • 0003321421 scopus 로고    scopus 로고
    • Berkeley: Peachpit Press
    • Damer, B. 1998. Avatars! Berkeley: Peachpit Press.
    • (1998) Avatars!
    • Damer, B.1
  • 43
    • 84891797306 scopus 로고    scopus 로고
    • Meeting in the ether: A brief history of virtual worlds as a medium for user-created events
    • Damer, B. 2009. Meeting in the Ether: A Brief History of Virtual Worlds as a Medium for User-Created Events. Artifact 2.
    • (2009) Artifact , vol.2
    • Damer, B.1
  • 44
    • 84865862339 scopus 로고    scopus 로고
    • From the green berets to America's army: Video games as a vehicle for political propaganda
    • ed. J. Williams and J. Smith, London: McFarland
    • Delwiche, A. 2007. From the Green Berets to America's Army: Video Games as a Vehicle for Political Propaganda. In The Players' Realm: Studies on the Culture of Video Games and Gaming, ed. J. Williams and J. Smith, 104-19. London: McFarland.
    • (2007) The Players' Realm: Studies on the Culture of Video Games and Gaming , pp. 104-119
    • Delwiche, A.1
  • 45
    • 33749145721 scopus 로고    scopus 로고
    • From cyber to hybrid: Mobile technologies as interfaces of hybrid spaces
    • De Souza, A. 2006. From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces. Space and Culture 9:261-78.
    • (2006) Space and Culture , vol.9 , pp. 261-278
    • De Souza, A.1
  • 46
    • 0003976691 scopus 로고
    • New York: Perigee. First published
    • Dewey, J. 2005. Art as Experience. New York: Perigee. First published 1934.
    • (1934) Art as Experience
    • Dewey, J.1
  • 47
    • 33749989645 scopus 로고    scopus 로고
    • New York: Basic Books
    • Dibbell, J. 2006. Play Money. New York: Basic Books.
    • (2006) Play Money
    • Dibbell, J.1
  • 48
    • 68349103216 scopus 로고    scopus 로고
    • The life of the chinese gold farmer
    • June
    • Dibbell, J. 2007. The Life of the Chinese Gold Farmer. New York Times Magazine, June.
    • (2007) New York Times Magazine
    • Dibbell, J.1
  • 49
  • 50
    • 34248184432 scopus 로고    scopus 로고
    • Real gender choose fantasy characters: Class choice in world of warcraft
    • April
    • Di Giuseppe, N., and B. Nardi. 2007. Real Gender Choose Fantasy Characters: Class Choice in World of Warcraft. First Monday, April.
    • (2007) First Monday
    • Di Giuseppe, N.1    Nardi, B.2
  • 51
    • 21644455247 scopus 로고    scopus 로고
    • The social side of gaming: A study of interaction patterns in a massively multiplayer online game
    • New York: ACM Press
    • Ducheneaut, N., and R. Moore. 2004. The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game. In CSCW 2004: Computer Supported Cooperative Work-Conference Proceedings, 360-69. New York: ACM Press.
    • (2004) CSCW 2004: Computer Supported Cooperative Work-conference Proceedings , pp. 360-369
    • Ducheneaut, N.1    Moore, R.2
  • 53
    • 33745862770 scopus 로고    scopus 로고
    • "Alone together?" exploring the social dynamics of massively multiplayer online games
    • New York: ACM Press
    • Ducheneaut, N., N. Yee, E. Nickell, and R. Moore. 2006. "Alone Together?" Exploring the Social Dynamics of Massively Multiplayer Online Games. In Proceedings CHI06, 407-16. New York: ACM Press.
    • (2006) Proceedings CHI06 , pp. 407-416
    • Ducheneaut, N.1    Yee, N.2    Nickell, E.3    Moore, R.4
  • 54
    • 84857669142 scopus 로고    scopus 로고
    • Social movements shaping the internet: The outcomes of an ecology of games
    • ed. M. Elliott and K. Kraemer, Medford, NJ: Information Today
    • Dutton, W. 2008. Social Movements Shaping the Internet: The Outcomes of an Ecology of Games. In Computerization Movements and Technology Diffusion, ed. M. Elliott and K. Kraemer, 499-517. Medford, NJ: Information Today.
    • (2008) Computerization Movements and Technology Diffusion , pp. 499-517
    • Dutton, W.1
  • 55
    • 84896219211 scopus 로고    scopus 로고
    • Last accessed February 2009
    • Dwarfpriest.com. 2008. The Best Holy Priest Healing Gear. http://dwarfpriest.com/2008/12/02/the-best-holy-priest-healing-gear/. Last accessed February 2009.
    • (2008) The Best Holy Priest Healing Gear
  • 56
    • 34548285057 scopus 로고    scopus 로고
    • The benefits of facebook "friends": Exploring the relationship between college students' use of online social networks and social capital
    • Ellison, N., C. Steinfield, and C. Lampe. 2007. The Benefits of Facebook "Friends": Exploring the Relationship between College Students' Use of Online Social Networks and Social Capital. Journal of Computer-Mediated Communication 12.
    • (2007) Journal of Computer-mediated Communication , vol.12
    • Ellison, N.1    Steinfield, C.2    Lampe, C.3
  • 57
    • 0004224983 scopus 로고
    • New York: Vintage. First published in French in in 1950
    • Ellul, J. 1964. The Technological Society. New York: Vintage. First published in French in 1950.
    • (1964) The Technological Society
    • Ellul, J.1
  • 60
    • 84896188452 scopus 로고    scopus 로고
    • Tracing insider knowledge across time and spaces: A comparative ethnography in a teen online game world
    • New York: ACM Press
    • Fields, D., and Y. Kafai. 2007. Tracing Insider Knowledge across Time and Spaces: A Comparative Ethnography in a Teen Online Game World. In Proceedings of Conference on Computer-Supported Collaborative Learning, 230-39. New York: ACM Press.
    • (2007) Proceedings of Conference on Computer-supported Collaborative Learning , pp. 230-239
    • Fields, D.1    Kafai, Y.2
  • 61
    • 77953118465 scopus 로고    scopus 로고
    • Values in design: Theory and practice
    • ed. J. van den Hoven and J. Weckert, Cambridge: Cambridge University Press
    • Flanagan, M., D. Howe, and H. Nissenbaum. 2008. Values in Design: Theory and Practice. In Information Technology and Moral Philosophy, ed. J. van den Hoven and J. Weckert, 63-87. Cambridge: Cambridge University Press.
    • (2008) Information Technology and Moral Philosophy , pp. 63-87
    • Flanagan, M.1    Howe, D.2    Nissenbaum, H.3
  • 65
    • 77955731054 scopus 로고    scopus 로고
    • Social interactions experienced in the massively multiplayer online game environment: Implications in the design of online learning courses
    • October 20, 2005
    • Fujimoto, T. 2005. Social Interactions Experienced in the Massively Multiplayer Online Game Environment: Implications in the Design of Online Learning Courses. Paper presented at the Annual Conference of the Association for Educational Communications and Technology, October 20, 2005. http://www.personal.psu.edu/tuf105/archive/SocialInteractionsInTheOnlineGame- Fujimoto.pdf.
    • (2005) The Annual Conference of the Association for Educational Communications and Technology
    • Fujimoto, T.1
  • 66
    • 84873401495 scopus 로고    scopus 로고
    • A game of one's own: Towards a new gendered poetics of digital space
    • Perth
    • Fullerton, T., J. Morie, and C. Pearce. 2007. A Game of One's Own: Towards a New Gendered Poetics of Digital Space. In Proceedings DAC. Perth.
    • (2007) Proceedings DAC
    • Fullerton, T.1    Morie, J.2    Pearce, C.3
  • 67
    • 0003541058 scopus 로고    scopus 로고
    • New York: Continuum International Publishing Group
    • Freire, P. 2000. Pedagogy of the Oppressed. New York: Continuum International Publishing Group.
    • (2000) Pedagogy of the Oppressed
    • Freire, P.1
  • 70
    • 0002666354 scopus 로고
    • Deep play: Notes on the balinese cockfight
    • ed. C. Geertz, New York: Basic Books
    • Geertz, C. 1977. Deep Play: Notes on the Balinese Cockfight. In The Interpretation of Culture, ed. C. Geertz, 21-40. New York: Basic Books.
    • (1977) The Interpretation of Culture , pp. 21-40
    • Geertz, C.1
  • 71
    • 84896165127 scopus 로고    scopus 로고
    • Being in the world (of warcraft): Raiding, care, and digital subjectivity
    • 2007, December, Washington DC
    • Golub, A. 2007. Being in the World (of Warcraft): Raiding, Care, and Digital Subjectivity. Paper presented at the American Anthropological Association Meetings, December 2007, Washington DC.
    • (2007) American Anthropological Association Meetings
    • Golub, A.1
  • 72
    • 84896229282 scopus 로고    scopus 로고
    • Being in the world (of warcraft): Raiding, realism, and knowledge production in a massively multiplayer online game
    • Based on, but substantially different from, the paper presented at the American Anthropological Association Meetings, December, Washington DC
    • Golub, A. 2009. Being in the World (of Warcraft): Raiding, Realism, and Knowledge Production in a Massively Multiplayer Online Game. Anthropological Quarterly. (Based on, but substantially different from, the paper presented at the American Anthropological Association Meetings, December 2007, Washington DC.)
    • (2007) Anthropological Quarterly
    • Golub, A.1
  • 73
    • 61049187493 scopus 로고    scopus 로고
    • "Just like the qing empire": Addiction, MMOGS, and moral crisis in contemporary china
    • Golub, A., and K. Lingley. 2008. "Just Like the Qing Empire": Addiction, MMOGs, and Moral Crisis in Contemporary China. Games and Culture 3:59-75.
    • (2008) Games and Culture , vol.3 , pp. 59-75
    • Golub, A.1    Lingley, K.2
  • 76
    • 84896173438 scopus 로고    scopus 로고
    • From waltzing to breakdancing: Introducing contradiction in practice-based studies of innovation and change
    • Vienna
    • Groleau, C., C. Demers, and M. Barros. 2009. From Waltzing to Breakdancing: Introducing Contradiction in Practice-Based Studies of Innovation and Change. In Proceedings EGOS. Vienna.
    • (2009) Proceedings EGOS
    • Groleau, C.1    Demers, C.2    Barros, M.3
  • 77
    • 0031642505 scopus 로고    scopus 로고
    • Effects of awareness support on group usability
    • New York: ACM Press
    • Gutwin, C., and S. Greenberg. 1998. Effects of Awareness Support on Group Usability. In Proceedings CHI'98, 511-18. New York: ACM Press.
    • (1998) Proceedings CHI'98 , pp. 511-518
    • Gutwin, C.1    Greenberg, S.2
  • 78
    • 84896231572 scopus 로고    scopus 로고
    • Of productivity and play in organizations: The real-world organizational value of immersive virtual environments
    • Hansen, S., N. Berente, J. Pike, and P. Bateman. 2009. Of Productivity and Play in Organizations: The Real-World Organizational Value of Immersive Virtual Environments. Artifact 2.
    • (2009) Artifact , vol.2
    • Hansen, S.1    Berente, N.2    Pike, J.3    Bateman, P.4
  • 79
    • 84896166904 scopus 로고    scopus 로고
    • Women and video gaming: Gendered identities at play
    • Paper presented at the, Madison, WI
    • Hayes, E. 2005. Women and Video Gaming: Gendered Identities at Play. Paper presented at the Games, Learning, and Society Conference, Madison, WI.
    • (2005) Games, Learning, and Society Conference
    • Hayes, E.1
  • 80
    • 59849098005 scopus 로고    scopus 로고
    • Making computer games and design thinking: A review of current software and strategies
    • Hayes, E., and I. Games. 2008. Making Computer Games and Design Thinking: A Review of Current Software and Strategies. Games and Culture 3:309-32.
    • (2008) Games and Culture , vol.3 , pp. 309-332
    • Hayes, E.1    Games, I.2
  • 82
    • 33750265683 scopus 로고
    • Summer's days and salad days: The coming of age of anthropology
    • ed. L. Holy, Oxford: Basil Blackwell
    • Hobart, M. 1987. Summer's Days and Salad Days: The Coming of Age of Anthropology. In Comparative Anthropology, ed. L. Holy, 45-68. Oxford: Basil Blackwell.
    • (1987) Comparative Anthropology , pp. 45-68
    • Hobart, M.1
  • 83
    • 0009167305 scopus 로고
    • Amherst, NY: Prometheus Books. First published 1939 by the John Day Co
    • Hook, S. 1995. John Dewey: An Intellectual Portrait. Amherst, NY: Prometheus Books. First published 1939 by the John Day Co.
    • (1995) John Dewey: An Intellectual Portrait
    • Hook, S.1
  • 84
    • 34347386670 scopus 로고    scopus 로고
    • Slots of fun, slots of trouble: An archaeology of arcade gaming
    • ed. J. Raessens and J. Goldstein, Cambridge: MIT Press
    • Huhtamo, E. 2005. Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gaming. In Handbook of Computer Game Studies, ed. J. Raessens and J. Goldstein, 3-21. Cambridge: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 3-21
    • Huhtamo, E.1
  • 85
    • 79951955573 scopus 로고    scopus 로고
    • I am what I play: Participation and reality as content
    • ed. J. Raessens and J. Goldstein, Cambridge: MIT Press
    • Huisman, J.-W., and H. Marckmann. 2005. I Am What I Play: Participation and Reality as Content. In Handbook of Computer Game Studies, ed. J. Raessens and J. Goldstein, 389-404. Cambridge: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 389-404
    • Huisman, J.-W.1    Marckmann, H.2
  • 87
    • 0004939980 scopus 로고    scopus 로고
    • Cardiovascular reactivity as an indicator of risk for future hypertension
    • ed. P. McCabe, N. Schneiderman, T. Field, and A. Wellens, Mahwah, NJ: Erlbaum
    • Hurwitz, B. 2000. Cardiovascular Reactivity as an Indicator of Risk for Future Hypertension. In Stress, Coping, and Cardiovascular Disease, ed. P. McCabe, N. Schneiderman, T. Field, and A. Wellens, 181-202. Mahwah, NJ: Erlbaum.
    • (2000) Stress, Coping, and Cardiovascular Disease , pp. 181-202
    • Hurwitz, B.1
  • 88
    • 84896226613 scopus 로고    scopus 로고
    • Digital youth research
    • Last accessed February 2009
    • Ito, M. 2008. Digital Youth Research. Final Report: Work. http://digitalyouth.ischool. berkeley.edu/book-work. Last accessed February 2009.
    • (2008) Final Report: Work
    • Ito, M.1
  • 91
    • 75749141034 scopus 로고    scopus 로고
    • From quake grrls to desperate housewives: A decade of gender and computer games
    • ed. Y. Kafai, C. Heeter, J. Denner, and J. Sun, Cambridge: MIT Press
    • Jenkins, H., and J. Cassell. 2008. From Quake Grrls to Desperate Housewives: A Decade of Gender and Computer Games. In Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, ed. Y. Kafai, C. Heeter, J. Denner, and J. Sun, 48-62. Cambridge: MIT Press.
    • (2008) Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming , pp. 48-62
    • Jenkins, H.1    Cassell, J.2
  • 92
    • 78650098557 scopus 로고    scopus 로고
    • Somewhere nearby is colossal cave: Examining will crowther's original adventure in code and in kentucky
    • 1 Summer
    • Jerz, D. 2007. Somewhere Nearby Is Colossal Cave: Examining Will Crowther's Original Adventure in Code and in Kentucky. Digital Humanities Quarterly 1 (Summer).
    • (2007) Digital Humanities Quarterly
    • Jerz, D.1
  • 93
    • 33746271898 scopus 로고    scopus 로고
    • Social inequalities in male mortality and in male mortality from smoking: Indirect estimation from national death rates in england and wales, poland, and north America
    • Online, Last accessed July 2008
    • Jha, P., R. Peto, W. Zatonski, J. Boreham, M. Jarvis, and A. Lopez. 2006. Social Inequalities in Male Mortality and in Male Mortality from Smoking: Indirect Estimation from National Death Rates in England and Wales, Poland, and North America. Lancet Online. http://cghr.org/publications/Lancet- SocialInequalities-Jul2006.pdf. Last accessed July 2008.
    • (2006) Lancet
    • Jha, P.1    Peto, R.2    Zatonski, W.3    Boreham, J.4    Jarvis, M.5    Lopez, A.6
  • 94
    • 84873342759 scopus 로고    scopus 로고
    • From rule-breaking to ROM-hacking: Theorizing the computer game-as-commodity
    • Jordan, W. 2007. From Rule-Breaking to ROM-Hacking: Theorizing the Computer Game-as-Commodity. In Proceedings DiGRA Conference, 708-13.
    • (2007) Proceedings DiGRA Conference , pp. 708-713
    • Jordan, W.1
  • 95
    • 33750909519 scopus 로고    scopus 로고
    • Cambridge: MIT Press
    • Juul, J. 2005. Half-Real. Cambridge: MIT Press.
    • (2005) Half-real
    • Juul, J.1
  • 96
    • 0010074657 scopus 로고
    • Gender differences in children's constructions of video games
    • ed. P. Greenfield and R. Cocking, New York: Ablex Publishing
    • Kafai, Y. 1995. Gender Differences in Children's Constructions of Video Games. In Interacting with Video, ed. P. Greenfield and R. Cocking, 39-52. New York: Ablex Publishing.
    • (1995) Interacting with Video , pp. 39-52
    • Kafai, Y.1
  • 98
    • 22544460310 scopus 로고    scopus 로고
    • Farewell to constructivism: Technology and context-embedded action
    • ed. C. Avgerou, C. Ciborra, and F. Land, Oxford: Oxford University Press
    • Kallinikos, J. 2004. Farewell to Constructivism: Technology and Context-Embedded Action. In The Social Study of Information and Communication Technology: Innovation, Actors, and Contexts, ed. C. Avgerou, C. Ciborra, and F. Land, 140-61. Oxford: Oxford University Press.
    • (2004) The Social Study of Information and Communication Technology: Innovation, Actors, and Contexts , pp. 140-161
    • Kallinikos, J.1
  • 102
    • 84896251744 scopus 로고    scopus 로고
    • Men behaving (not so) badly: Interplayer communication in world of warcraft
    • Bowling Green State University, Bowling Green, OH, Last accessed April 2009
    • Kavetsky, J. 2008. Men Behaving (Not So) Badly: Interplayer Communication in World of Warcraft. Masters thesis, Bowling Green State University, Bowling Green, OH. http://www.ohiolink.edu/etd/view.cgi?acc-num=bgsu1213989105. Last accessed April 2009.
    • (2008) Masters Thesis
    • Kavetsky, J.1
  • 104
    • 78651526456 scopus 로고    scopus 로고
    • 'Noobs' and 'chicks' on animutation portal: Power and status in a community of practice
    • Kendall, L. 2008. 'Noobs' and 'Chicks' on Animutation Portal: Power and Status in a Community of Practice. International Journal of Web Based Communities 4.
    • (2008) International Journal of Web Based Communities , vol.4
    • Kendall, L.1
  • 105
    • 79954883580 scopus 로고    scopus 로고
    • Illegitimate, monstrous, and out there: Female quake players and inappropriate pleasures
    • ed. J. Hallows and R. Mosley, London: Berg
    • Kennedy, H. 2005. Illegitimate, Monstrous, and Out There: Female Quake Players and Inappropriate Pleasures. In Feminism in Popular Culture, ed. J. Hallows and R. Mosley, 214-30. London: Berg.
    • (2005) Feminism in Popular Culture , pp. 214-230
    • Kennedy, H.1
  • 107
    • 84896170272 scopus 로고    scopus 로고
    • En ny tids fiction
    • ed. I. Engholm and L. Klastrup, Kobenhavn: Gyldendal
    • Klastrup, L. 2004. En ny tids fiction. In Digitale Verdener-de nye mediersstetik; og design, ed. I. Engholm and L. Klastrup, 89-115. Kobenhavn: Gyldendal.
    • (2004) Digitale Verdener-de Nye Mediersstetik; Og Design , pp. 89-115
    • Klastrup, L.1
  • 108
    • 77749286932 scopus 로고    scopus 로고
    • What makes world of warcraft a world? A note on death and dying
    • ed. H. Corneliussen and J. Rettberg, Cambridge: MIT Press
    • Klastrup, L. 2008. What Makes World of Warcraft a World? A Note on Death and Dying. In Digital Culture, Play, and Identity: A World of Warcraft Reader, ed. H. Corneliussen and J. Rettberg, 117-36. Cambridge: MIT Press.
    • (2008) Digital Culture, Play, and Identity: A World of Warcraft Reader , pp. 117-136
    • Klastrup, L.1
  • 110
    • 77953570288 scopus 로고    scopus 로고
    • Culture and creativity: World of warcraft modding in china and the u. S
    • ed. B. Bainbridge. Springer
    • Kow, Y. M., and B. Nardi. 2009. Culture and Creativity: World of Warcraft Modding in China and the U. S. In Online Worlds: Convergence of the Real and the Virtual, ed. B. Bainbridge. Springer.
    • (2009) Online Worlds: Convergence of the Real and the Virtual
    • Kow, Y.M.1    Nardi, B.2
  • 111
    • 84896149361 scopus 로고    scopus 로고
    • Precaurious playbour: Modders and the digital games industry
    • Kucklich, J. 2004. Precaurious Playbour: Modders and the Digital Games Industry. Fiberculture.
    • (2004) Fiberculture
    • Kucklich, J.1
  • 116
    • 0001786036 scopus 로고
    • On technical mediation: Philosophy, genealogy, and sociology
    • Latour, B. 1994. On Technical Mediation: Philosophy, Genealogy, and Sociology. Common Knowledge 3:29-64.
    • (1994) Common Knowledge , vol.3 , pp. 29-64
    • Latour, B.1
  • 117
    • 0001982856 scopus 로고
    • The problem of activity in psychology
    • Leontiev, A. 1974. The Problem of Activity in Psychology. Soviet Psychology 13:4-33.
    • (1974) Soviet Psychology , vol.13 , pp. 4-33
    • Leontiev, A.1
  • 118
    • 33144470492 scopus 로고    scopus 로고
    • The potential of America's army the video game as civilian-military public sphere
    • Massachusetts Institute of Technology
    • Li, Z. 2004. The Potential of America's Army the Video Game as Civilian-Military Public Sphere. Masters of Science in Comparative Media Studies. Massachusetts Institute of Technology.
    • (2004) Masters of Science in Comparative Media Studies
    • Li, Z.1
  • 119
    • 84873329593 scopus 로고    scopus 로고
    • Cash trade within the magic circle: Free-to-play game challenges and massively multiplayer online game player responses
    • Lin, H., and C. Sun. 2007. Cash Trade within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses. In Proceedings DIGRA Conference,. 337-43.
    • (2007) Proceedings DIGRA Conference , pp. 337-343
    • Lin, H.1    Sun, C.2
  • 121
    • 84896226605 scopus 로고    scopus 로고
    • Game capture: The machinima archive and the history of digital games
    • Spring
    • Lowood, H. 2008. Game Capture: The Machinima Archive and the History of Digital Games. Mediascape (Spring).
    • (2008) Mediascape
    • Lowood, H.1
  • 124
    • 84864959858 scopus 로고    scopus 로고
    • Urbana: University of Illinois Press
    • Malaby, T. 2003. The Gambling Life. Urbana: University of Illinois Press.
    • (2003) The Gambling Life
    • Malaby, T.1
  • 125
    • 67349244260 scopus 로고    scopus 로고
    • Coding control: Governance and contingency in the production of online worlds
    • September, Last accessed January 2009
    • Malaby, T. 2006. Coding Control: Governance and Contingency in the Production of Online Worlds. First Monday, September. http://firstmonday.org/ issues/special11-9/malaby/index.html. Last accessed January 2009.
    • (2006) First Monday
    • Malaby, T.1
  • 126
    • 42149166391 scopus 로고    scopus 로고
    • Beyond play: A new approach to games
    • Malaby, T. 2007. Beyond Play: A New Approach to Games. Games and Culture 2:95113.
    • (2007) Games and Culture , vol.2 , pp. 95113
    • Malaby, T.1
  • 128
    • 67651122699 scopus 로고    scopus 로고
    • The history of the video game
    • ed. J. Raessens and J. Goldstein, Cambridge: MIT Press
    • Malliet, S., and G. De Meyer. 2005. The History of the Video Game. In Handbook of Computer Game Studies, ed. J. Raessens and J. Goldstein, 23-46. Cambridge: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 23-46
    • Malliet, S.1    De Meyer, G.2
  • 129
    • 61949222703 scopus 로고    scopus 로고
    • Dragon kill points: The economics of power gamers
    • University of Wisconsin-Milwaukee
    • Malone, K.-L. 2007. Dragon Kill Points: The Economics of Power Gamers. Masters thesis, University of Wisconsin-Milwaukee.
    • (2007) Masters Thesis
    • Malone, K.-L.1
  • 131
    • 0008023682 scopus 로고
    • Ends, means, and galumphing: Some leitmotifs of play
    • Miller, S. 1971. Ends, Means, and Galumphing: Some Leitmotifs of Play. American Anthropologist 75:87-98.
    • (1971) American Anthropologist , vol.75 , pp. 87-98
    • Miller, S.1
  • 134
    • 0002733210 scopus 로고
    • The lessons of Lucasfilm's habitat
    • ed. M. Benedikt, Cambridge: MIT Press
    • Morningstar, C., and R. Farmer. 1991. The Lessons of Lucasfilm's Habitat. In Cyberspace: First Steps, ed. M. Benedikt, 42-57. Cambridge: MIT Press.
    • (1991) Cyberspace: First Steps , pp. 42-57
    • Morningstar, C.1    Farmer, R.2
  • 136
    • 77958405944 scopus 로고
    • Visual pleasure and narrative cinema
    • Mulvey, L. 1975. Visual Pleasure and Narrative Cinema. Screen 16:6-18.
    • (1975) Screen , vol.16 , pp. 6-18
    • Mulvey, L.1
  • 139
    • 70449591743 scopus 로고    scopus 로고
    • Don't hate the player, hate the game: The racialization of labor in world of warcraft
    • Nakamura, L. 2009. Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft. Critical Studies in Media Communication 26:128-44.
    • (2009) Critical Studies in Media Communication , vol.26 , pp. 128-144
    • Nakamura, L.1
  • 140
    • 17044413572 scopus 로고    scopus 로고
    • Beyond bandwidth: Dimensions of connection in interpersonal interaction
    • Nardi, B. 2005. Beyond Bandwidth: Dimensions of Connection in Interpersonal Interaction. Journal of Computer-Supported Cooperative Work 14:91-30.
    • (2005) Journal of Computer-supported Cooperative Work , vol.14 , pp. 91-30
    • Nardi, B.1
  • 143
    • 84905824112 scopus 로고    scopus 로고
    • Productive play: Beyond binaries
    • Nardi, B., C. Pearce, and J. Ellis. 2009. Productive Play: Beyond Binaries. Artifact 2:1-9.
    • (2009) Artifact , vol.2 , pp. 1-9
    • Nardi, B.1    Pearce, C.2    Ellis, J.3
  • 146
    • 84896168612 scopus 로고    scopus 로고
    • Interpreting Human and Avatar Facial Expressions, Uppsala, Sweden
    • Noel, S., S. Dumoulin, and G. Lindgaard. 2009. Interpreting Human and Avatar Facial Expressions. In Proceedings Interact, 207-20. Uppsala, Sweden.
    • (2009) Proceedings Interact , pp. 207-220
    • Noel, S.1    Dumoulin, S.2    Lindgaard, G.3
  • 147
    • 84934453961 scopus 로고
    • The duality of technology: Rethinking the concept of technology in organizations
    • Orlikowski, W. 1992. The Duality of Technology: Rethinking the Concept of Technology in Organizations. Organization Science 3:398-427.
    • (1992) Organization Science , vol.3 , pp. 398-427
    • Orlikowski, W.1
  • 148
  • 149
    • 34547198455 scopus 로고    scopus 로고
    • Productive play: Game culture from the bottom up
    • Pearce, C. 2006. Productive Play: Game Culture from the Bottom Up. Games and Culture 1:17-24.
    • (2006) Games and Culture , vol.1 , pp. 17-24
    • Pearce, C.1
  • 150
    • 57749128275 scopus 로고    scopus 로고
    • The truth about baby boomer gamers: A study of over-forty computer game players
    • Pearce, C. 2008. The Truth about Baby Boomer Gamers: A Study of Over-Forty Computer Game Players. Games and Culture 3:142-74.
    • (2008) Games and Culture , vol.3 , pp. 142-174
    • Pearce, C.1
  • 152
    • 0006480719 scopus 로고
    • The effect of intermittent reinforcement on the change in extinction rate following successive reconditionings
    • Perkins, C., and A. Cacioppo. 1950. The Effect of Intermittent Reinforcement on the Change in Extinction Rate following Successive Reconditionings. Journal of Experimental Psychology 40:794-801.
    • (1950) Journal of Experimental Psychology , vol.40 , pp. 794-801
    • Perkins, C.1    Cacioppo, A.2
  • 155
    • 70449360354 scopus 로고    scopus 로고
    • Graduate professional education from a community of practice perspective: The role of social and technical networking
    • ed. C. Kimble, P. Hildreth, and I. Bourdon, Charlotte, NC: Information Age Publishing
    • Polin, L. 2008. Graduate Professional Education from a Community of Practice Perspective: The Role of Social and Technical Networking. In Communities of Practice: Creating Learning Environments for Educators, ed. C. Kimble, P. Hildreth, and I. Bourdon, 159-82. Charlotte, NC: Information Age Publishing.
    • (2008) Communities of Practice: Creating Learning Environments for Educators , pp. 159-182
    • Polin, L.1
  • 157
    • 51249158644 scopus 로고    scopus 로고
    • Of mods and modders
    • Postigo, H. 2007. Of Mods and Modders. Games and Culture 2:300-313.
    • (2007) Games and Culture , vol.2 , pp. 300-313
    • Postigo, H.1
  • 159
    • 84992880607 scopus 로고    scopus 로고
    • Through the prism of the internet cafe: Managing access in an ecology of games
    • Qiu, J., and Z. Liuning. 2005. Through the Prism of the Internet Cafe: Managing Access in an Ecology of Games. China Information 19:261-97.
    • (2005) China Information , vol.19 , pp. 261-297
    • Qiu, J.1    Liuning, Z.2
  • 161
    • 84896230138 scopus 로고    scopus 로고
    • Unpublished paper. University of California, Irvine
    • Rea, S. 2009. Playing the Citizen. Unpublished paper. University of California, Irvine.
    • (2009) Playing the Citizen
    • Rea, S.1
  • 163
    • 75949123548 scopus 로고    scopus 로고
    • Corporate ideology in world of warcraft
    • ed. H. Corneliussen and J. Rettberg, Cambridge: MIT Press
    • Rettberg, S. 2008. Corporate Ideology in World of Warcraft. In Digital Culture, Play, and Identity: A World of Warcraft Reader, ed. H. Corneliussen and J. Rettberg, 19-37. Cambridge: MIT Press.
    • (2008) Digital Culture, Play, and Identity: A World of Warcraft Reader , pp. 19-37
    • Rettberg, S.1
  • 165
    • 84896246715 scopus 로고    scopus 로고
    • Last accessed August 2008
    • Rickadams.org. n. d. http://www.rickadams.org/adventure/a-history.html. Last accessed August 2008.
  • 166
    • 84896186947 scopus 로고    scopus 로고
    • Building social communities for your game: A primer
    • October
    • Ryan, P. 2008. Building Social Communities for Your Game: A Primer. Gamasutra, October 22. http://www.gamasutra.com/view/feature/3828/building- social-com munities-for-.php.
    • (2008) Gamasutra , pp. 22
    • Ryan, P.1
  • 168
    • 0742303175 scopus 로고    scopus 로고
    • Free/open source software development practices in the computer game community
    • Scacchi, W. 2004. Free/Open Source Software Development Practices in the Computer Game Community. IEEE Software 21:59-67.
    • (2004) IEEE Software , vol.21 , pp. 59-67
    • Scacchi, W.1
  • 170
    • 84896246743 scopus 로고
    • AuTrain, MI: Avery Color Studios
    • Schoolcraft, H. 1990. The Hiawatha Legends. AuTrain, MI: Avery Color Studios. First published 1856.
    • (1856) The Hiawatha Legends
    • Schoolcraft, H.1
  • 171
    • 84896158324 scopus 로고    scopus 로고
    • Last accessed August 2008
    • Schramm, Mike. 2007. Breakfast Topic: WoW in the World. http://www.wowinsider.com/2007/06/14/breakfast-topic-wow-in-the-world/. Last accessed August 2008.
    • (2007) Breakfast Topic: WoW in the World
    • Schramm, M.1
  • 173
    • 84896179589 scopus 로고    scopus 로고
    • n. d, Last accessed August 2008
    • Second Life. n. d. http://forums.worldofwarcraft.com/thread. html;jsessionid=C715AA 292A37AD9A1EE1CE436A654B1B.app11-06?topicId= 2765961752&sid=1&p;ageNo=7. Last accessed August 2008.
  • 176
    • 84893978360 scopus 로고    scopus 로고
    • Defining game mechanics
    • Last accessed February 2009
    • Sicart, M. 2008. Defining Game Mechanics. Game Studies 8. http://gamestudies.org/0802/articles/sicart. Last accessed February 2009.
    • (2008) Game Studies , vol.8
    • Sicart, M.1
  • 177
    • 76849106493 scopus 로고    scopus 로고
    • Cambridge: Cambridge University Press
    • Spinuzzi, C. 2008. Network. Cambridge: Cambridge University Press.
    • (2008) Network
    • Spinuzzi, C.1
  • 178
    • 33846787459 scopus 로고    scopus 로고
    • Changing the game: What happens when video games enter the classroom?
    • Squire, K. 2005. Changing the Game: What Happens when Video Games Enter the Classroom? Innovate: Journal of Online Education 1:25-49.
    • (2005) Innovate: Journal of Online Education , vol.1 , pp. 25-49
    • Squire, K.1
  • 183
    • 84896194179 scopus 로고
    • Play and work: A false dichotomy
    • ed. H. Schwartzman. West Point, NY: Leisure Press
    • Stevens, P. 1978. Play and Work: A False Dichotomy. In Proceedings Further Studies of Work and Play, ed. H. Schwartzman. West Point, NY: Leisure Press.
    • (1978) Proceedings Further Studies of Work and Play
    • Stevens, P.1
  • 184
    • 78649532379 scopus 로고    scopus 로고
    • Pc-bang (room) culture: A study of korean college students' private and public use of computers and the internet
    • Stewart, K., and H. Choi. 2003. PC-bang (Room) Culture: A Study of Korean College Students' Private and Public Use of Computers and the Internet. Trends in Communication 11:61-77.
    • (2003) Trends in Communication , vol.11 , pp. 61-77
    • Stewart, K.1    Choi, H.2
  • 186
    • 51449123286 scopus 로고
    • Play as adaptive potentiation
    • Sutton-Smith, B. 1975. Play as Adaptive Potentiation, Sportswissenschaft 5:103-18.
    • (1975) Sportswissenschaft , vol.5 , pp. 103-118
    • Sutton-Smith, B.1
  • 189
    • 17444427927 scopus 로고    scopus 로고
    • Multiple pleasures: Women and online gaming
    • Taylor, T. L. 2003a. Multiple Pleasures: Women and Online Gaming. Convergence 9:21-48.
    • (2003) Convergence , vol.9 , pp. 21-48
    • Taylor, T.L.1
  • 190
    • 33745203314 scopus 로고    scopus 로고
    • Power gamers just want to have fun? Instrumental play in an MMOG
    • Taylor, T. L. 2003b. Power Gamers Just Want to Have Fun? Instrumental Play in an MMOG. In Proceedings Digra Conference, 300-311.
    • (2003) Proceedings Digra Conference , pp. 300-311
    • Taylor, T.L.1
  • 192
    • 70349356352 scopus 로고    scopus 로고
    • Beyond management: Considering participatory design and governance in player culture
    • September
    • Taylor, T. L. 2006b. Beyond Management: Considering Participatory Design and Governance in Player Culture. First Monday, September.
    • (2006) First Monday
    • Taylor, T.L.1
  • 193
    • 79960806491 scopus 로고    scopus 로고
    • Does world of warcraft change everything?
    • ed. H. Corneliussen and J. Rettberg, Cambridge: MIT Press
    • Taylor, T. L. 2008. Does World of Warcraft Change Everything? In Digital Culture, Play, and Identity: A World of Warcraft Reader, ed. H. Corneliussen and J. Rettberg, 187-201. Cambridge: MIT Press.
    • (2008) Digital Culture, Play, and Identity: A World of Warcraft Reader , pp. 187-201
    • Taylor, T.L.1
  • 194
    • 85126431899 scopus 로고    scopus 로고
    • Fk yea I swear: Cursing and gender in a corpus of myspace pages
    • Thelwall, M. 2008. Fk Yea I Swear: Cursing and Gender in a Corpus of MySpace Pages. Corpora 3:83-107.
    • (2008) Corpora , vol.3 , pp. 83-107
    • Thelwall, M.1
  • 196
    • 84896235117 scopus 로고    scopus 로고
    • Afterlife dragon lotto rules
    • Last accessed August 2008
    • Thott. n. d. Afterlife Dragon Lotto Rules. DKP explanation. http://www.afterlifeguild.org/dkp-explanation. Last accessed August 2008.
    • DKP Explanation
  • 197
    • 46249116707 scopus 로고    scopus 로고
    • Separating fact from fiction: An examination of deceptive self-presentation in online dating profiles
    • Toma, C., J. Hancock, and N. Ellison. 2008. Separating Fact from Fiction: An Examination of Deceptive Self-Presentation in Online Dating Profiles. Society for Personality and Social Psychology 4:1023-36.
    • (2008) Society for Personality and Social Psychology , vol.4 , pp. 1023-1036
    • Toma, C.1    Hancock, J.2    Ellison, N.3
  • 198
    • 61349124938 scopus 로고    scopus 로고
    • Balancing the tensions between rationalization and creativity in the video games industry
    • Tschang, F. 2007. Balancing the Tensions between Rationalization and Creativity in the Video Games Industry. Organization Science 18:989-1005.
    • (2007) Organization Science , vol.18 , pp. 989-1005
    • Tschang, F.1
  • 201
    • 84896163526 scopus 로고    scopus 로고
    • Last accessed January 2009
    • Hafner. http://web.mit.edu/sturkle/www/nytimes.html. Last accessed January 2009.
  • 203
    • 0005983102 scopus 로고    scopus 로고
    • Real and not real: A vital developmental dichotomy
    • ed. O. Saracho and B. Spoedek, Albany: SUNY Press
    • Vandenberg, B. 1998. Real and Not Real: A Vital Developmental Dichotomy. In Multiple Perspectives on Play in Early Childhood Education, ed. O. Saracho and B. Spoedek, 226-50. Albany: SUNY Press.
    • (1998) Multiple Perspectives on Play in Early Childhood Education , pp. 226-250
    • Vandenberg, B.1
  • 206
    • 0141753024 scopus 로고    scopus 로고
    • The embedding of local culture in global communication: Independent internet cafes in london
    • Wakeford, N. 2003. The Embedding of Local Culture in Global Communication: Independent Internet Cafes in London. New Media and Society 5:379-99.
    • (2003) New Media and Society , vol.5 , pp. 379-399
    • Wakeford, N.1
  • 208
    • 34547579360 scopus 로고    scopus 로고
    • Why game studies now? Gamers don't bowl alone
    • Williams, D. 2006. Why Game Studies Now? Gamers Don't Bowl Alone. Games and Culture 1:13-16.
    • (2006) Games and Culture , vol.1 , pp. 13-16
    • Williams, D.1
  • 210
    • 33846529445 scopus 로고    scopus 로고
    • Avatar watching: Participant-observation in graphical online environments
    • Williams, M. 2007. Avatar Watching: Participant-Observation in Graphical Online Environments. Qualitative Research 1:5-24.
    • (2007) Qualitative Research , vol.1 , pp. 5-24
    • Williams, M.1
  • 213
    • 84896225162 scopus 로고    scopus 로고
    • How big is your epeen? A study of hegemonic masculinity in communication on the world of warcraft forums
    • University of Massachusetts
    • Wine, C. 2008. How Big Is Your Epeen? A Study of Hegemonic Masculinity in Communication on the World of Warcraft Forums. Women's Studies honors thesis, University of Massachusetts.
    • (2008) Women's Studies Honors Thesis
    • Wine, C.1
  • 215
    • 84896250460 scopus 로고    scopus 로고
    • Last accessed July 2008
    • World of Warcraft.com. 2007a. Nihilium Recruiting: Females Need Not Apply. http://www.wowinsider.com/2007/03/20/nihilum-recruiting-females-need-not- apply/. Last accessed July 2008.
    • (2007) Nihilium Recruiting: Females Need Not Apply
  • 216
    • 84896201301 scopus 로고    scopus 로고
    • Last accessed January 2009
    • World of Warcraft.com. 2007b. Nihilium response. http://forums. worldofwarcraft.com/thread.html;jsessionid=0C50640F6A9B1D710B5F66235ACACA56? topicI d=2720292344&sid=1&pageNo=9. Last accessed January 2009.
    • (2007) Nihilium Response
  • 218
    • 84899330523 scopus 로고    scopus 로고
    • Collaboration environments for large engineering projects: 3d open source options
    • Intel Corporation
    • Wynn, E., and R. McGeer. 2006. Collaboration Environments for Large Engineering Projects: 3d Open Source Options. IT Innovation Collaboratory, Intel Corporation.
    • (2006) IT Innovation Collaboratory
    • Wynn, E.1    McGeer, R.2
  • 219
    • 34248154437 scopus 로고    scopus 로고
    • Last accessed April 2008
    • Yee, N. 2005. WoW Gender-Bending. http://www.nickyee.com/daedalus/ archives/001369.php. Last accessed April 2008.
    • (2005) WoW Gender-bending
    • Yee, N.1
  • 220
    • 33847731833 scopus 로고    scopus 로고
    • The labor of fun: How video games blur the boundaries of work and play
    • Yee, N. 2006. The Labor of Fun: How Video Games Blur the Boundaries of Work and Play. Games and Culture 1:68-71.
    • (2006) Games and Culture , vol.1 , pp. 68-71
    • Yee, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.