Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Defining grief play in MMORPGs: player and developer perceptions
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the second Australasian conference on Interactive entertainment
Designing Virtual Worlds
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
A Model to Support the Design of Multiplayer Games
Presence: Teleoperators and Virtual Environments
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
Pervasive games in ludic society
Future Play '07 Proceedings of the 2007 conference on Future Play
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Players who play to make others cry: the influence of anonymity and immersion
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Giving good 'face': playful performances of self in Facebook
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
When a video game transforms to mobile phone controlled team experience
Proceeding of the 16th International Academic MindTrek Conference
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This paper outlines the different ways in which people play in and with digital games, virtual worlds and social media. People engage in play individually, yet it is often social. This paper explores combining the personal with the social and the connections between playfulness on serious social media sites and seriousness when in a game world. Viewed from this angle, grief play, for instance, is not so much a form of deviant play behavior as it is an alternative way of framing the activity of playing, and Google bombs and edit warring can be recognized as the playful activities that they are.