Analyzing due process in the workplace
ACM Transactions on Information Systems (TOIS) - Special issue: selected papers from the conference on office information systems
Office procedure as practical action: models of work and system design
ACM Transactions on Information Systems (TOIS)
Between the dazzle of a new building and its eventual corpse: assembling the ubiquitous home
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
CSCW at play: 'there' as a collaborative virtual environment
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot
The life and death of online gaming communities: a look at guilds in world of warcraft
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Beyond Boundary Objects: Collaborative Reuse in Aircraft Technical Support
Computer Supported Cooperative Work
Making place for clutter and other ideas of home
ACM Transactions on Computer-Human Interaction (TOCHI)
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Transnational times: locality, globality and mobility in technology design and use
Proceedings of the 12th ACM international conference adjunct papers on Ubiquitous computing - Adjunct
Virtual gifts and guanxi: supporting social exchange in a chinese online community
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Transnational HCI: humans, computers, and interactions in transnational contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Online games and family ties: influences of social networking game on family relationship
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Ladies of Warcraft: changing perceptions of women and technology through productive play
Proceedings of the International Conference on the Foundations of Digital Games
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Economic activities in and around online gaming in China are often correlated in the West with practices of gold farming, or selling in-game currency to players for real money in online games. What can we learn about online gaming in China and about online gaming and online sociality more broadly when we look at economic and other "pragmatic" practices through which online gaming becomes meaningful to players? In this paper, we present findings from an ethnographic study of online gaming in China's urban Internet cafes to discuss implications for game design, and HCI design more broadly. Considering the ties between socio-economic practices, development of trust and culturally situated imaginings of self-hood and otherness, brings to the fore how online gaming in and of itself constitutes the means for practical achievements in day-to-day management of guanxi (social connection).