What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Learning in massively multiplayer online games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
Gender, Simulation, and Gaming: Research Review and Redirections
Simulation and Gaming
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Don't play me: EVE Online, new players and rhetoric
Proceedings of the 6th International Conference on Foundations of Digital Games
Hi-index | 0.00 |
EVE Online is a space-themed Massively Multiplayer Online Game (MMOG) that to date has remained largely unexplored in an academic context. This particular MMOG has a reputation among players as being both extremely difficult to learn how to play, as well as being unattractive to female players. In this paper I describe my proposed dissertation research that will trace the relationships between the human and non-human actors that have resulted in the EVE Online player community's demographic makeup being so different than other, more gender-balanced, MMOGs.