Developing activity theory: the zone of proximal development and beyond
Context and consciousness
Communications of the ACM
Becoming Wikipedian: transformation of participation in a collaborative online encyclopedia
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
The Wealth of Networks: How Social Production Transforms Markets and Freedom
The Wealth of Networks: How Social Production Transforms Markets and Freedom
A survey of trust and reputation systems for online service provision
Decision Support Systems
Human-Computer Interaction
CSCL '02 Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community
Beyond Wikipedia: coordination and conflict in online production groups
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Korea's Online Gaming Empire
Starcraft from the stands: understanding the game spectator
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Building a Mexican startup culture over the weekends
Proceedings of the 4th international conference on Intercultural Collaboration
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Interest-driven Internet communities often use an assemblage of media technologies to support knowledge creation and learning. In this paper, we examine the uneven functions of these media technologies in meeting the learning needs of online game players. StarCraft is an online game and electronic sport where millions around the world compete in virtual battlegrounds. To become better players, gamers actively share strategies in online forums, wiki, videos, and in person. We conducted participant observation of a StarCraft community known as Teamliquid. We performed 24 in-depth interviews with professional gamers, editors, game commentators, and community leaders. We found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person. We use the concepts of informational media and socially-oriented media to describe the general learning needs supported by media technologies.