Videogame Walkthroughs In Educational Settings: Challenges, Successes, And Suggestions For Future Use | 0 | 0.34 | 2018 |
Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars? | 1 | 0.48 | 2016 |
Public Displays of Play: Studying Online Games in Physical Settings | 5 | 0.56 | 2014 |
Knowing, not doing: modalities of gameplay expertise in world of warcraft addons | 4 | 0.70 | 2012 |
Virtual postcards: multimodal stories of online play | 2 | 0.39 | 2012 |
Theoretical and methodological challenges (and opportunities) in virtual worlds research | 1 | 0.37 | 2012 |
What's 'choice' got to do with it?: avatar selection differences between novice and expert players of World of Warcraft and Rift | 9 | 0.73 | 2012 |
Modeling play: re-casting expertise in MMOGs | 5 | 0.48 | 2011 |
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions | 2 | 0.54 | 2011 |
Epidemic: e-learning goes viral | 0 | 0.34 | 2010 |
The Gigue Is Up: High Culture Gets Game | 1 | 0.37 | 2009 |
Baroque Baroque revolution: high culture gets game | 1 | 0.41 | 2008 |
Piracy in the Caribbean: The Political Stakes of Videogame Piracy in Chávez's Venezuela | 0 | 0.34 | 2007 |
Girls and Gaming: Gender Research, "Progress" and the Death of Interpretation | 2 | 0.45 | 2007 |
Digital Games For Education: When Meanings Play | 9 | 0.81 | 2007 |
Girls playing games: rethinking stereotypes | 15 | 1.53 | 2007 |
Gender in Play: Mapping a Girls' Gaming Club | 3 | 0.47 | 2007 |
Her Own Boss: Gender and the Pursuit of Incompetent Play | 6 | 1.48 | 2005 |
Object Lessons: Towards an Educational Theory of Technology | 4 | 0.64 | 2002 |
In-Service On-Line: `Computers for Lunch | 0 | 0.34 | 1999 |