The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
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
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
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Concerns about the content of videogames continue to hold media attention, but researchers like Gee (2003) and Thomas and Brown (2007, 2011) have dug deeper in order to explore how the merging of play and learning within game structures encourages learning and a "gamer disposition" (Brown and Thomas, 2008). Building on research into communities in computer-mediated spaces (Boellstorff, 2008; Nardi, 2010; Rheingold, 2000; Taylor, 2006; Turkle, 1995), this paper argues that the majority of World of Warcraft players are not stereotypical "first-generation" gamers but are instead "second-generation" gamers who are new to online game spaces and do not have a firm grasp of gaming culture or a gamer disposition. By examining their gameplay styles, social interaction, and entry into gaming culture, the dispositions of second-generation gamers contrast with "the gamer disposition;" however, as these players become more invested in gaming culture, they can develop a first-generation disposition.