Session Information
PRE_G6, Preconference; Paper Session G6
Paper Session
Contribution
Method
Expected Outcomes
References
Curtis, P. (1992). Mudding: Social Phenomena in Text-Based Virtual Realities. Paper presented at the Proceedings of Directions and Implications of Advanced Computing (DIAC'92) Symposium, Berkeley, CA. Ducheneaut, N., & Moore, R., J. (2005). More than just 'XP': Learning social skills in massively multiplayer online games. Interactive Technology & Smart Education, 2(2), pp. 89-100. Fine, G., Alan. (1983). Shared fantasy: Role-playing games as social worlds. London: The University of Chiagacago Press. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: NY: Palgrave Macmillian. Goffman, E. (1959). The presentation of self in everyday life. New York, NY: Doubleday. Goffman, E. (1961). Encounters: Two studies in the sociology of interaction. Indianapolis: Bobbs-Meril. Goffman, E. (1963). Behavior in public places: Notes on the social organization of gatherings. New York: The Free Press. Goffman, E. (1974/1986). Frame analysis: An essay on the organization of experience. Boston: Northeastern Univ. Press. Goffman, E. (1981). Forms of talk. Philadelphia: University of Pennsylvania Press. Goodwin, C. (1994). Professional vision. American Anthropologist, 96(3), pp. 606-633. Hendricks, S., Q. (2006). Incorporative discourse strategies in tabletop fantasy role-playing gaming. In P. Williams, Hendricks, S., Q., & Winkler, W. K (Ed.), Gaming as Culture: essays on reality, identity, and experience in fantasy games. North Carolina: McFarland & Company. Hindmarsh, J., Heath, C., & Fraser, M. (2006). (Im)materiality, virtual reality and interaction: Grounding the 'virtual' in studies of technology in action. The Sociological Review, 54(4), pp. 795-817. Hine, C. (2000). Virtual ethnography. London: SAGE Publications Ltd. Hoyle, S., M. (1993). Participation frameworks in sportscating play: Imaginary and literal footings. In D. Tannen (Ed.), Framing in discourse. New York, NY: Oxford university Press. Jordan, B., & Henderson, A. (1995). Interaction analysis: Forundations and practice. The Journal of the Learning Sciences, 4(1), p. 39-103. Kress, G. (2003). Literacy in the new media age. London: Routledge. Linderoth, J. (2004). Datorspelandets mening: Bortom idén om den interaktiva illusionen. Göteborg: Acta Universitatis Gothoburgensis. Linderoth, J., & Bennerstedt, U. (2007). This is not a door: An ecological approach to computer games. Paper presented at the DiGRA Situated Play, Tokyo, Japan. Linell, P. (1998). ApproaChiagang dialogue: Talk, interaction and contexts in dialogical perspectives. Amsterdam, The Netherlands: John Benjamins Publishing Company. Livingston, E. (1987). Making sense of ethnomethodology. London: Routledge & Kegan Paul. Moore, R. J., Ducheneaut, N., & Nickell, E. (2007). Doing virtually nothing: Awareness and accountability in massively multiplayer online games. Computer Supported Cooperative Work, 16(3), pp. 265-305. Mortensen, T. E. (2006). WoW is the new MUD. Games and Culture, 1(4), pp. 397-413. Sanger, J., Willson, J., Davis, B., & Whittaker, R. (1997). Young Children, videos and computer games. Washington, DC: The Farmer Press. Squire, K. (2003). “Video games in education,” in International Journal of Intelligent Simulations and Gaming, vol. 2, no. 1. Steinkuehler, C., A. (2005). Cognition and learning in massively multiplayer online games: A critical approach. Wisconsin, USA: University of Wisconsin. Steinkuehler, C., A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, culture, and activity, 13(1), 38-52. Säljö, R. (1999). Learning as the use of tools: A sociocultural perspective on the human-technology link. In K. Littleton, & Light, P. (Ed.), Learning with computers: Analysing productive interaction (pp. pp. 144-166). London: Routledge. Säljö, R. (2000). Lärande i praktiken: Ett sociokulturellt perspektiv. Stockholm: Bokförlaget Prisma. Säljö, R. (2005). Lärande & kulturella redskap: Om lärprocesser och det kollektiva minnet. Falun: Norstedts Akademiska Förlag. Taylor, T., L. (2006b). Play Between Worlds. Cambridge, MA: MIT Press. Turkle, S. (1995). Life on the Screen. New York, NY: Simon & Schuster Paperbacks. Walther, J. B. (1996). "Computer-mediated communication: Impersonal, interpersonal and hyperpersonal interaction." Communication Research 23(1): pp. 3-43. Wertsch, j., V. (1998). Mind as action. Oxford: Oxford University Press. Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From Tree House to Barracks: The Social Life of Guilds in World of Warcraft. Games and Culture, 1(4).
Search the ECER Programme
- Search for keywords and phrases in "Text Search"
- Restrict in which part of the abstracts to search in "Where to search"
- Search for authors and in the respective field.
- For planning your conference attendance you may want to use the conference app, which will be issued some weeks before the conference
- If you are a session chair, best look up your chairing duties in the conference system (Conftool) or the app.