Diplomacy in Cyberspace. Aleks Krotoski. University of Surrey. The Guardian ... People are gathering in these spaces. People are communicating with one another ...
From Barbie to Mortal Kombat. The Sims. Massively Multiplayer Online Role Playing Games ... Less access to technology which may benefit their futures (Home ...
And speaking of social networking applications, the same principles work in-world too ... Offline communication contributes the most to the estimate of General Trust. ...
Tied to place, experience and artifacts ... Make friends, provide motivation, offer support, meet like-minded others ... party (e.g., Craig's List or MySpace) ...
Why do people choose to adopt (attend/distribute) information? ... ( Lennox & Wolfe, 1984) Who's the most prototypical? Results. N (respondents) = 33 ...
'Boys will introduce you, boys will show you how, boys will ... Resident Evil. Bust a Move. FIFA* The Sims. Tekken *also in boys' top ten. What do Women Want? ...
The Social Life of Virtual Worlds. What does it mean to be 'close' ... or some kind of disinterested third party (e.g., Craig's List or MySpace) You Must Comply: ...
Marriage (The Sims Online) and divorce courts (Ragnarok Online) Self-governance ... 2. sweatshops. 3. '77th richest nation on earth' Cold, hard cash $2800: Jedi ...
Gender and game culture: Lessons learned and answers still ... From Barbie to Mortal Kombat. The Sims. Massively Multiplayer Online Role Playing Games ...
... s2e: variance accounted for between avatars; Tp 0.000, df=2. 0.427 (0. ... Larger dataset (currently in collection) Network position effects on social influence ...
Physical and social access engenders a sense of self-efficacy, independence ... Fabricate implausible possible selves resulting in diffuse affective results in ...
Socialising effects how long community members stick around ... Why do people socialise? Psychological mumbo-jumbo. Teamwork. Virtual Communities: Who they are ...
... (1991) Playing with Power in Movies, Television and Video Games: From ... and H. Jenkins (no date) Before the Holodeck: Translating Star Trek into Digital ...
69 percent of US video game players are over the age of 18 (ESA 2006) ... encode tricks' or cheats' which allow a myriad of transformations possible for ...