Ethics of Internet research: Contesting thehuman subjects research model
Ethics and Information Technology
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns
Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Virtual team performance depends on distributed leadership
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Dark Gold: Statistical Properties of Clandestine Networks in Massively Multiplayer Online Games
SOCIALCOM '10 Proceedings of the 2010 IEEE Second International Conference on Social Computing
Do men heal more when in drag?: conflicting identity cues between user and avatar
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using sequential observations to model and predict player behavior
Proceedings of the 6th International Conference on Foundations of Digital Games
Materials, materiality, and media
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This paper addresses a set of persistent methodological and theoretical challenges to research on Massively Multiplayer Online Games (MMOGs), and to studies of 'virtual worlds' more generally. Critically examining some of the ontological, epistemological and ethical missteps that characterize well-respected, well-publicized and oft-cited research, our goal is to contribute to building firmer theoretical foundations to support more innovative, more rigorous and more accountable studies of digitally re-mediated, MMOG-based work, play and sociality.