Kevin Schut
TECHNOLOGY TELLS A TALE: DIGITAL GAMES AND NARRATIVE
S DIGITAL GAMES, ludology, medium theory, narrative
TECHNOLOGY TELLS A TALE: DIGITAL GAMES AND NARRATIVE
C, S addiction, Ethnography, EverQuest, Games, online community, policy
IS ELECTRONIC COMMUNITY AN ADDICTIVE SUBSTANCE?
S Computer Games, ideology, Philosophy, sociology
FAMILY VALUES: IDEOLOGY, COMPUTER GAMES & SIMS
S distance, empathy, engagement, spectacle, War
“THIS ISN’T A COMPUTER GAME YOU KNOW!”: REVISITING THE COMPUTER GAMES/TELEVISED WAR ANALOGY
N, S fandom, videogame culture, walkthrough
ALL YOUR BASE ARE BELONG TO US: VIDEOGAME CULTURE AND TEXTUAL PRODUCTION ONLINE
Volume: 2 ISBN / ISNN: ISSN 2342-9666
J, K, S, W CSCW, group formation, group maintenance, guilds, massively multiplayer, MMO, MMORPG, MMP, persistent worlds
PROJECT MASSIVE 1.0: ORGANIZATIONAL COMMITMENT, SOCIABILITY AND EXTRAVERSION IN MASSIVELY MULTIPLAYER ONLINE GAMES
Volume: 2 ISBN / ISNN: ISSN 2342-9666
H, L, S game play, Game tips, social approval, social exchange
GAME TIPS AS GIFTS: SOCIAL INTERACTIONS AND RATIONAL CALCULATIONS IN COMPUTER GAMING
Volume: 2 ISBN / ISNN: ISSN 2342-9666
A, L, S Game Genres, games in virtual environments, Typology of games
A MULTIDIMENSIONAL TYPOLOGY OF GAMES
S, Z cultural environments, game design, games and, magic circle, metacommunication, play
L, S, T CLAN CULTURE, ONLINE GAMES