WWW.DISSERTATION.XLIBX.INFO
FREE ELECTRONIC LIBRARY - Dissertations, online materials
 
<< HOME
CONTACTS



Pages:     | 1 |   ...   | 37 | 38 ||

«media matters Battlefields of Negotiation Control, Agency, and Ownership in World of Warcraft rené glas amsterdam university press Battlefields of ...»

-- [ Page 39 ] --

Genette, G. (1997). Paratexts: Thresholds of interpretation. London: Cambridge University Press.

Giddings, S. (2006). Walkthrough: Videogames and technocultural form. PhD diss., University of West England, Bristol.

Gilbert, D., & Whitehead II, J. (2007). Hacking World of Warcraft. Indianapolis: Wiley Publishing, Inc.

bibliography Glas, R. (2006). Power asymmetry and fragmentation in a MMORPG: The case of the Gates of Ahn’Qiraj. In: M. Santorineos (ed.), Gaming realities: A challenge for digital culture – Medi@terra International Arts + Technology Festival Proceedings, 32-39. Athens: Fournos.

Glas, R. (2007). Playing another game; Twinking in World of Warcraft. In A. Baba (ed.), DiGRA 2007: Situated Play Conference Proceedings, 349-356. Tokyo: DiGRA Japan. http:// www.digra.org:8080/Plone/dl/db/07311.13119.pdf.

Glas, R. (2008). WWI 2008: Notes from a brand fest. The Looking Glas. http://rglas.blogspot.com/2008/07/wwi-2008-notes-from-brand-fest.html.

Glas, R. (forthcoming). Interface play: Exposing the inside of games. In J. Post & J. Simons, CounterPlay: Playing games against the rules. Amsterdam: Amsterdam University Press.

Glas, R. (forthcoming). Machinima: Moving on the edge of rules and fiction. In J. Thissen, K. Zijlmans & R. Zwijnenberg (eds.), Contemporary culture: New directions in art and humanities research. Amsterdam: Amsterdam University Press.

Goffman, E. (1974). Frame analysis: An essay on the organization of experience. Cambridge: Harvard University Press.

Gray, J., Sandvoss, C., & Harrington, C. L. (eds.). (2007). Fandom: Identities and communities in a mediated world. New York: New York University Press.

Gygax, G., & Arneson, D. (1974). Dungeons & Dragons. TSR/Wizards of the Coast, United States of America.

Hackleman, C. (2006). Illegal Danish – Super Snacks. MyndFlame, United States of America.

Hagström, C. (2008). Playing with names: Gaming and naming in World of Warcraft. In H.

G. Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity, A World of Warcraft reader, 265-286. Cambridge: The MIT Press.

Hayot, E., & Wesp, E. (2009). Special issue – EQ: 10 years later. Game Studies, 9(1). http:// gamestudies.org/0901/articles/hayot_wesp.

Herz, J. C. (2002). 50.000.000 Star Warriors come be wrong. WiReD, 10(6), 114-119.

Hoglund, G. (2005). 4,5 million copies of EULA-compliant spyware. rootkit.com http:// www.rootkit.com/blog.php?newsid=358.

Hoglund, G., & McGraw, G. (2007). Exploiting Online Games: Cheating massively distributed system. Boston: Addison-Wesley Professional.

Huizinga, J. (1955). Homo Ludens. Boston: Beacon Press.

Humphreys, A. M. (2005). Massively multiplayer online games productive players and their disruptions to conventional media practices. PhD diss., Queensland University of Technology, Brisbane.

— (2008). Ruling the virtual world: Governance in massively multiplayer online games.

European Journal of Cultural Studies, 11(2), 149-171.

Iser, W. (1993). The fictive and the imaginary: Charting literary anthropology. Baltimore: The Johns Hopkins University Press.

Jenkins, H. (1992). Textual poachers: Television fans & participatory culture. New York: Routledge.

— (2002a). Interactive audiences? The 'collective intelligence' of audiences. http:// web.mit.edu/cms/People/henry3/collective%20intelligence.html.

— (2002b). Interactive audiences? The collective intelligence of media fans. In D. Harries (ed.), The new media book, 157-170. London: Barbican.

200 battlefields of negotiation — (2006). Convergence culture: Where old and new media collide. New York: New York University Press.

Joana. (2007). Joana's 1-70 Horde leveling guide.Joanasworld.com. http://www.joanasworld.com/.

Jones, R. (2006). From shooting monsters to shooting movies: Machinima and the transformative play of video game fan culture. In K. Hellekson & K. Busse (eds.), Fan fiction and fan communities in the age of the Internet: New essays,261-280. Jefferson: McFarland & Company.

Jørgensen, K., Mortensen, T. E., Rossi, L., & Glas, R. (2011). Framing the game: Four game-related approaches to Goffman's frames. In G. Crawford, V. K. Gosling & B.

Light (eds.), Online gaming in context: The social and cultural significance of online games, 141London: Routledge.

Juul, J. (2003). The game, the player, the world: Looking for a heart of gameness. Level Up, Digital Games Research Conference. Utrecht University, Utrecht. http://www.digra.org/dl/db/ 05163.50560.pdf.

— (2004). Introduction to game time. In N. Wardrip-Fruin & P. Harrigan (eds.), First person:

New media as story, performance, and game, 131-142. Cambridge: The MIT press.

— (2005). Half-real: Video games between real rules and fictional worlds. Cambridge: The MIT Press.

— (2010). A casual revolution: Reinventing video games and their players. Cambridge: The MIT Press.

Kafai, J. B., Heeter, C., Denner, J., & Sun, J. (eds.). (2008). Beyond Barbie and Mortal Kombat:

New perspectives on gender and computer games. Cambridge: The MIT press.

Kelly 2, R. V. (2004). Massively multiplayer online role-playing games. Jefferson: McFarland.

Kennedy, H. W. (2002). Lara Croft: Feminist icon or cyberbimbo. Game Studies, 2(2).

http://www.gamestudies.org/0202/kennedy/.





Klastrup, L. (2008). What makes World of Warcraft a world? A note on death and dying. In H. G. Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 143-166. Cambridge: The MIT Press.

— (2009). The worldness of Everquest: exploring a 21st century fiction. Game Studies, 9(1).

http://gamestudies.org/0901/articles/klastrup.

— (2010). Understanding online (game)worlds. In L. Klastrup, J. Hunsinger & M. Allen (eds.), International handbook of internet research, 309-324. New York: Springer.

Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital play: The interaction of technology, culture, and marketing. Québec City: McGill-Queen's University Press.

Kolko, B., & Reid, E. (1998). Dissolution and fragmentation: Problems in on-line communities. In S. G. Jones (ed.), Cybersociety 2.0: Revisiting computer-mediated communication and community, 212-229. Thousand Oakes: SAGE.

Koster, R. (1998). Who are these people anyway?. Raph Koster's Website. http://www.raphkoster.com/gaming/essay3.shtml.

— (2000). Online world timeline. Raph Koster's Website. http://www.raphkoster.com/gaming/mudtimeline.shtml.

— (2005). A theory of fun for game design. Scottsdale: Paraglyph Press.

Koster, R., & Vogel, R. (2001). Online world design patterns. Game Developers Conference London. http://www.raphkoster.com/gaming/despat_files/frame.htm.

bibliography Kow, Y. M., & Nardi, B. (2009). Culture and creativity: World of Warcraft modding in China and the US. In W. S. Bainbridge (ed.), Online worlds: Convergence of the real and the virtual, 21-42. New York: Springer.

Kücklich, J. (2004). Other playings: Cheating in computer games. Paper presented at the Other Players Conference on Multiplayer Phenomena. IT University of Copenhagen, Copenhagen.

http://www.itu.dk/op/papers/kuecklich.pdf.

— (2005). Precarious playbour: Modders and the digital games industry. Fibreculture, 3(5).

http://five.fibreculturejournal.org/fcj-025-precarious-playbour-modders-and-the-digital-games-industry/.

— (2009). Virtual worlds and their discontents: Precarious sovereignty, governmentality, and the ideology of play. Games and Culture 4(4), 340-352.

Lammes, S. (2007). Approaching game-studies: towards a refelexive methodology of games as situated cultures. DiGRA 2007: Situated Play, University of Tokyo, Tokyo. http://www.digra.org/dl/ db/07311.28016.pdf.

Lastowka, G. F., & Hunter, D. (2006). Virtual crime. In J. Balkin & B. Noveck (eds.), The state of play: Law, games, and virtual worlds, 121-136. New York: New York University Press.

Lehdonvirta, V. (2010). Virtual worlds don't exist: Questioning the dichotomous approach in MMO studies. Game Studies, 10(1). http://gamestudies.org/1001/articles/lehdonvirta.

Lehdonvirta, V. & Ernkvist, M. (2011). Knowledge map of the virtual economy: Converting the virtual economy into development potential. World Bank, Washington DC. http:// www.infodev.org/en/Publication.1076.html.

Lessig, L. (2004). Free culture: How big media uses technology and the law to lock down culture and control creativity. New York: The Penguin Press.

— (2006). Code version 2.0. New York: Basic Books.

Lewisham. (2008). Theorycraft: MMORPGs secret weapon. http://worldofwarcraft.

groups.vox.com/library/post/6a00d4143afd393c7f00fa968ebb3c0003.html.

Lin, H., & Sun, C.-T. (2011). A Chinese diaspora: Contact and identity negotiations on Taiwanese WoW servers. Think Design Play: The fifth international conference of the Digital Research Association (DiGRA), Utrecht School of Applied Arts, Hilversum. http://www.digra.org/dl/db/ 11301.14201.pdf.

Linden Lab. (2003). Second Life. [Microsoft Windows/Mac OS X/Linus], Linden Lab, United States of America.

Lindtner, S., Nardi, B., Wang, Y., Mainwaring, S., Jing, H., & Liang, W. (2008). A hybrid cultural ecology: World of Warcraft in China. CSCW '08, San Diego. http://dl.acm.org/citation.cfm?id=1460624.

Looterslounge (2008). The rise and fall of IGE. http://looterslounge.blogspot.com/2008/ 01/rise-and-fall-of-ige.html.

Lowood, H. (2006). Storyline, dance/music, or PvP? Game movies and community players in World of Warcraft. Games and Culture, 1(4), 362-382.

— (2007). High-performance play: The making of machinima. In A. Clarke & G. Mitchell (eds.), Videogames and art, 59-79. Chicago: Intellect Books/The University of Chicago Press.

— (2008). Found technology: Players as innovators in the making of machinima. In T.

McPherson (ed.), Digital youth, innovation, and the unexpected, 165-196. Cambridge: The MIT Press.

202 battlefields of negotiation

Lummis, M., & Vanderlip, D. (2005). World of Warcraft official strategy guide. Indianapolis:

BradyGAMES.

Lund, M. H. (2007). Technical Details (Blizzard). WoW Machinima Tool. http:// www.madx.dk/wmt/?page_id=6.

MacCallum-Stewart, E. (2008). “Never such innocence again”: War and histories in World of Warcraft. In H. G. Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 39-62. Cambridge: The MIT Press.

— (2011). Conflict thought communities and textual appropriation in MMORPGs. In G.

Crawford, V. K. Gosling & B. Light (eds.), Online gaming in context: The social and cultural significance of online games, 40-59. London: Routledge.

MacCallum-Stewart, E., & Parsler, J. (2008). Role-play vs gameplay: The difficulties of playing a role in World of Warcraft. In H. G. Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 225-246. Cambridge: The MIT Press.

Magrino, T. (2007). NewsSpots: Company of Heroes, Xbox 360 demos, WOW. Gamespot.

http://www.gamespot.com/news/6175452.html.

Malaby, T. M. (2007). Beyond play: A new approach to games. Games and Culture, 2(2), 95 (2009). Making virtual worlds: Linden Lab and Second Life. New York: Cornell University Press.

Massie, K. (2011). Representation of race and gender within the gamespace of the MMO Everquest. In G. Crawford, V. K. Gosling & B. Light (eds.), Online gaming in context: The social and cultural significance of online games, 249-265. London: Routledge.

McCubbin, C. (2006). World of Warcraft classes. In B. Fawcett (ed.), The battle for Azeroth:

Adventure, alliance and addiction: Insights into the World of Warcraft, 187-286. Dallas: Benbella Books.

Methenitis, M. (2009). LGJ: The new meaning of 'player versus player'. Joystiq. http:// www.joystiq.com/2009/07/01/lgj-the-new-meaning-of-player-vs-player/.

Mitterhofer, S., Platzer, C., Kruegel, C., & Kirda, E. (2009). Server-side bot detection in massive multiplayer online games. IEEE Security and Privacy, 7(3), 29-36.

Montfort, N., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13(4), 993Mortensen, T. E. (2006a). Gold, status and twinking. Thinking with my Fingers. http://torillsin.blogspot.com/2006/10/gold-status-and-twinking.html.

— (2006b). WoW is the new MUD. Social gaming from text and video. Games and Culture, 1 (4), 397-413.

— (2008). Humans playing World of Warcraft: or deviant strategies? In H. G. Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 203Cambridge: The MIT Press.

— (2010). Training, sharing or cheating? Games strategies to get a digital upper hand. ELearning and Digital Media, 7(1), 79-89.

Nardi, B. A. (2010). My life as a night elf priest: An anthropological account of World of Warcraft.

Ann Arbor: University of Michigan Press.

bibliography Nardi, B. A., & Kow, Y. M. (2010). Digital imaginaries: How we know what we (think we) know about Chinese gold farming. First Monday, 15(6). http://firstmonday.org/htbin/ cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3035/2566.

Nieborg, D. (2005). "Am I mod or not?" – An analysis of the first-person shooter modification culture. Creative Gamers: Exploring Participatory Culture in Gaming. University of Tampere, Tampere.http://www.gamespace.nl/content/DBNieborg2005_CreativeGamers.pdf.

— (2011). Triple-A: The political economy of the blockbuster video game. PhD diss., University of Amsterdam, Amsterdam.

Nieborg, D., & Van der Graaf, S. (2008). The mod industries? The industrial logic of nonmarket game production. European Journal of Cultural Studies, 11(2), 171-189.

Nielsen, J. (2006). Participation inequality: Encouraging more users to contribute. Alertbox.

http://www.useit.com/alertbox/participation_inequality.html.

ORIGIN Systems (1997). Ultima Online. [Microsoft Windows/Linux], Electronic Arts, United States of America.

PALS FOR LIFE (2005). Leeroy!!. United States of America. Video.

Paul, C. A. (2010). Welfare epics? The rhetoric of rewards in World of Warcraft. Games and Culture, 5(2), 158-176.

— (2011). Optimizing play: How theorycraft changes gameplay and design. Game Studies, 11 (2). http://gamestudies.org/1102/articles/paul.

Pavel, T. (1986). Fictional worlds. Massachusetts: Harvard University Press.

Pearce, C., & Artemesia. (2009). Communities of play: Emergent cultures in multiplayer games and virtual worlds. Cambridge: The MIT Press.

Perron, B. (2003). From gamers to players to gameplayers. In M. J. P. Wolf & B. Perron (eds.), The video game theory reader, 237-258. New York: Routledge.

Poole, S. (2000). Trigger happy: The inner life of videogames. London: Fourth Estate Pope, T. (2005). Not just another love story. United States of America. Video.

Porter, M. (2008). The Creamy GUI Center: Resurrected and back in action. The Creamy GUI Center. http://www.wow.com/2008/06/20/the-creamy-gui-center-resurrected-and-backin-action/.

Postigo, H. (2003). From Pong to Planet Quake: Post-industrial transitions from leisure to work. Information, Communication & Society, 6(4), 593-607.

— (2008). Video game appropriation through modifications: Attitudes concerning intellectual property among modders and fans. Convergence, 14(1), 59-74.

Prügl, R., & Schreier, M. (2006). Learning from leading-edge customers at The Sims:

Opening up the innovation process toolkits. R & D Management, 36(3), 237-250.

Raessens, J. (2005). Computer games as participatory media culture. In J. Raessens & J.

Goldstein (eds.), Handbook of computer game studies, 373-388. Cambridge: The MIT Press.

Reid, E. (1999). Hierarchy and power. Social control in cyberspace. In P. Kollock & M. A.

Smith (eds.), Communities in cyberspace, 107-133. London: Routledge.

Rettberg, J. W. (2008). Quests in World of Warcraft: Deferral and repetition. In H. G.

Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 167-184. Cambridge: The MIT Press.

204 battlefields of negotiation Rettberg, S. (2008). Corporate ideology in World of Warcraft. In H. G. Corneliussen & J.

W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 19-38. Cambridge: The MIT Press.

Ryan, M.-L. (1991). Possible worlds, artificial intelligence, and narrative theory. Bloomington: Indiana University Press.

— (1992). Possible worlds in recent literary theory. Style, 26(4), 528-553.

— (2008). Fictional worlds in the digital age. In S. Schreibman & R. Siemens (Eds.), A companion to digital literary studies, 250-266. Oxford: Blackwell.

Salen, K. (2002). Telefragging monster movies. In L. King (ed.), Game On, the history and culture of videogames, 98-111. London: Laurence King Publishing.

Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge: The MIT Press.

Schaap, F. (2002). The words that took as there:Ethnography in a virtual reality. Amsterdam:

Aksant Academic Publisers.

Schäfer, M. T. (2011). Bastard Culture! How user participation transforms cultural production.

Amsterdam: Amsterdam University Press.

Schiesel, S. (2006). Kill the big, bad dragon (teamwork required), The New York Times (28 January). http://www.nytimes.com/2006/01/28/sports/othersports/28vide.html?pagewanted=print&_r=0.

Sellers, M. (2007). The dark side of user-created content. Terra Nova. http://terranova.blogs.com/terra_nova/2007/05/the_dark_side_o.html.

Serenity Now (2006). Serenity Now Crashes e-funeral. United States of America. Video.

Smith, H. (2003). Orthogonal unit differentiation. Game Developers Conference San José. http:// www.gdconf.com/archives/2003/smith_harvey.ppt.

Smith, J. H. (2004). Playing dirty – Understanding conflicts in multiplayer games. The 5th annual conference of The Association of Internet Researchers. University of Sussex, Brighton and Hove. http://itu.dk/people/smith/texts/playing_dirty.pdf.

Square (2002). Final Fantasy XI. [Playstation 2, Microsoft Windows, Xbox 360], Sony Computer Entertainment, Japan.

Squire, K. D., & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K.-L. Krause (eds.), Cyberlines 2.0: languages and cultures of the Internet (2nd ed., 177-198. Albert Park: James Nicholas Publishers.

Steinkuehler, C. A., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Jounal of Science Education and Technology, 17(6), 530-543.

Stenros, J., Paavilainen, J., & Mäyrä, F. (2009). The many faces of sociability and social play in games. In: Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, 82-89. ACM: New York. http://dl.acm.org/citation.cfm?

id=1621841.1621857.

Sun, C.-T., Lin, H., & Ho, C.-H. (2003). Game tips as gifts: social interactions and rational calculations in computer gaming. Level Up, Digital Games Research Conference. Utrecht University, Utrecht. http://www.digra.org/dl/db/05150.35057.

Symantec (2007). Symantec Home and Home Office Security Report – March 2007: Symantec. http://www.symantec.com/content/en/us/home_homeoffice/media/pdf/SHHOS_Mar07_NL_Final.pdf.

bibliography Taylor, T. L. (2003). Intentional bodies: Virtual environments and the designers who shape them International Journal of Engineering Education, 19(1), 25-34.

— (2006a). Beyond management: Considering participatory design and governance in player culture. First Monday (Special Issue #7: Command Lines: The Emergence of Governance in Global Cyberspace). http://firstmonday.org/htbin/cgiwrap/bin/ojs/ index.php/fm/article/view/1611/1526.

— (2006b). Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause. Games and Culture, 1(4), 318-337.

— (2006c). Play between worlds, Exploring online game culture. Cambridge: The MIT Press.

— (2008). Does World of Warcraft change everything? How a PvP server, multinational playerbase, and surveillance mod scene caused me pause. In H. G. Corneliussen & J.

W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 187-202.

Cambridge: The MIT Press.

— (2009). The assemblage of play. Games and Culture, 4(4), 331-339.

— (2012). Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge:

The MIT Press.

Thacker, E. (2004). Foreword: Protocol is as protocol does. In A. R. Galloway (ed.), Protocol:

How control exists after decentrilization, xi-xxii. Cambridge: The MIT Press.

Thomson, M. (2011). World of Warcraft and life after Cataclysm. Gamasutra. http:// www.gamasutra.com/view/feature/6473/world_of_warcraft_and_life_after_.php.

Toffler, A. (1981). The third wave. New York: Bantam Books.

Tolkien, J. R. R. (1954-55). The Lord of the Rings. George Allen & Unwin.

Toumia. (2008). Martin Falch interview. Volcano's Machinima Blog. http://bpvolcano.wordpress.com/2008/01/16/martin-falch-interview/.

Tronstad, R. (2008). Character identification in World of Warcraft: The relationship between capacity and appearance. In H. G. Corneliussen & J. W. Rettberg (eds.), Digital culture, play, and identity: A World of Warcraft reader, 249-264. Cambridge: The MIT Press.

Trubshaw, R., & Bartle, R. A. (1978). MUD1. [multi-platform]. United Kingdom.

Turbine Inc. (2007). The Lord of the Rings Online: Shadows of Angmar. [Microsoft Windows], Turbine Inc./Midway, United States of America.

Turner, F. (2006). From counterculture to cyberculture: Stewart Brand, the Whole Earth Network, and the rise of digital utopianism. Chicago: Chicago University Press.

Verant Interactive (1999). Everquest. [Microsoft Windows/Mac OS X], Sony Online Entertainment, United States of America.

Warcraftmovies.com (2005). Exploration: The Movie by Dopefish. Warcraftmovies.com.

http://www.warcraftmovies.com/movieview.php?id=1849.

Ward, M. (2005). Warcraft game maker is spying now. BBC News. http://news.bbc.co.uk/1/ hi/technology/4385050.stm.

White, S., & Curtis, P. (1990). LambdaMOO. [multi-platform], United Stated of America.

Williams, D., Kennedy, T. L. M., & Moore, B. (2011). Behind the avatar: The patterns, practices and functions of role playing in MMOs. Games and Culture, 6(2), 171-200.

Williams, R. S. (2005). Politics and self in the age of digital re(pro)ducibility. Fast Capitalism, 1(1). http://www.uta.edu/huma/agger/fastcapitalism/1_1/williams.html.

Wolf, M. J. P. (2001). Genre and the video game. In M. J. P. Wolf (ed.), The medium of the video game, 113-134. Austin: University of Texas Press.

206 battlefields of negotiation Xfire (2006). Blizzard and Xfire World of Warcraft summer promotion – official rules. Xfire.

http://www.xfire.com/cms/xf_wow_contest_summer_rules/.

Yee, N. (2001). Gender-bending. The Norrathian Scrolls: a study of Everquest (Version 2.5).

http://www.nickyee.com/eqt/genderbend.html.

— (2005a). Buying gold. The Daedalus Project. 3(5). http://www.nickyee.com/daedalus/ archives/001469.php.

— (2005b). A Model Of Player Motivations. The Daedalus Project. 3(2)http://www.nickyee.com/daedalus/archives/001298.php.

— (2005c). Motivations of play in MMORPGs. DiGRA 2005: Changing Views – Worlds in Play.

University of Vancouver, Vancouver. http://www.digra.org/dl/db/06276.26370.pdf.

— (2005d). Playing with someone. The Daedalus Project. 3(5). http://www.nickyee.com/daedalus/archives/001468.php.

— (2005e). WoW Gender-Bending. The Daedalus Project. 3(4). http://www.nickyee.com/ daedalus/archives/001304.php.

— (2006). Time spent in the meta-game. The Daedalus Project. 4(4). http://www.nickyee.com/daedalus/archives/001535.php.

Yee, N., Ducheneaut, N., Shiao, H.-T., & Nelson, L. (2012). Through the Azerothian looking glass: mapping in-game preferences to real world demographics. CHI'12 Conference, Austin. http://www.nickyee.com/pubs/2012%20CHI%20-%20Behavior%20Mapping.pdf.

bibliography Index

Pages:     | 1 |   ...   | 37 | 38 ||


Similar works:

«Kazi Mohammad Imtiaz Hossain Abir was allegedly shot dead by police at Pollobi in Dhaka Fact-finding Report Odhikar Kazi Mohammad Imtiaz Hossain Abir (16), son of Kazi Golam Faruk, was a resident of Rupnagar residential area at Pollobi in Dhaka. At around 8:30pm on January 10, 2011, he was killed by the police forces of Pollobi Police Station. It was alleged by the family members of Abir that he was shot dead by the police at Balurmath slum under Beribandh of section 12, Block E, Pollobi. The...»

«PRICE LIST AND SERVICE DESCRIPTION APPLICABLE TO SWITCHED ACCESS SERVICES PROVIDED BY ASTOUND BROADBAND, LLC WITHIN THE STATE OF OREGON Issued By: James A. Penney Executive Vice President 401 Kirkland Park Place, Suite 500 Kirkland, WA 98033 1-866-928-3123 Astound Broadband, LLC Oregon Price List No. 1 Original Page No. 1 APPLICATION OF PRICE LIST This Price List contains the regulations and rates applicable to intrastate switched access services provided by Astound Broadband, LLC (the...»

«RPM Volume 16, Number 51, December 14 to December 20, 2014 Systematic Theology By R. L. Dabney, D. D., LL. D. Chapter 20: Angels Existence and Personality of Angels. Their Qualities. Their First Estate Probation and Issue thereof. Offices of the Good Angels. Personality and Headship of Satan. Powers of Bad Angels. Witchcraft. Demoniacal Possessions. Temptations. Personal Christian Duties Resulting. [Lecture 24] Section Two—Basic Doctrines of the Faith Chapter 20: Angels Syllabus for Lecture...»

«CIVIL SERVICE COMMISSION REGULAR MEETING Tuesday, June 12, 2012, 2:00 p.m. City Hall, 45 Lyon Terrace, Wheeler A and B, Bridgeport, CT 06604 MINUTES Commissioner Guedes called the June 12, 2012 regular meeting of the Civil Service Commission to order at 2:10 p.m. Present were Commissioners McBride and Rodgers. Also attending were Clerk to the Commission Deborah Brelsford, Police Chief Joseph Gaudett, Lt. Rebeca Garcia and members from OIA. 1. Meeting Minutes APPROVED The minutes from the...»

«CTQ-2014-00001 Court of Appeals of the State of New York MOTOROLA CREDIT CORPORATION, Appellant-Respondent, – against – STANDARD CHARTERED BANK, Respondent-Appellant. –––––––––––––––––––––––––––––– On Question Certified by the United States Court of Appeals for the Second Circuit (USCOA Docket Nos. 13-2535-cv(L) and 13-2639-cv(con)) BRIEF OF INSTITUTE OF INTERNATIONAL BANKERS, THE CLEARING HOUSE ASSOCIATION L.L.C., EUROPEAN BANKING...»

«Dinner Entrées All dinner entrées include a garden salad, hot rolls with butter, vegetable of the day, choice of baked potato or rice pilaf, choice of dessert and choice of beverage: regular or decaf Starbucks® House Blend coffee or TAZO® tea. New York Strip Steak A juicy and tender 10-ounce steak topped with sautéed mushrooms and onions.................... $22.95 Teriyaki Chicken A succulent grilled breast of chicken marinated in teriyaki sauce................»

«Codes of Practice ■ Contagious equine metritis (CEM) Klebsiella pneumoniae Pseudomonas aeruginosa ■ Equine viral arteritis (EVA) ■ Equine herpesvirus (EHV) ■ Equine coital exanthema ■ Equine infectious anaemia (EIA) ■ Dourine ■ Guidelines on strangles 2012 Codes of Practice on ■ Contagious equine metritis (CEM) Klebsiella pneumoniae Pseudomonas aeruginosa ■ Equine viral arteritis (EVA) ■ Equine herpesvirus (EHV) ■ Equine coital exanthema ■ Equine infectious anaemia (EIA)...»

«ISSN (Print) : 2320 – 9798 ISSN (Online): 2320 – 9801 International Journal of Innovative Research in Computer and Communication Engineering Vol. 1, Issue 1, March 2013 Number Plate Detection with Application to Electronic Toll Collection System Kannan Subramanian Department of MCA, Bharath Institute of Science and Technology, Chennai, TN, India. Abstract : This Paper describes a new approach of tagging of number plate for collection of Toll with application to Automated Toll System. In...»

«St Andrew’s and St George’s West June 2015 Magazine June 2015 A Place of Hope – Ian Gilmour 3-4 Worshipping God at St Andrew’s & St George’s West 5 Announcements 6-7 Church Diary 8-11 Young People at St Andrew’s and St George’s West Young Creative Writers 12-14 Donald Gorrie Schools Debates 15 Dalry School Artwork 15 Creative stuff for young folk 16 Summer Fun in the Courtyard 17 Making a Difference in the World Building Strong Communities Summer Lectures 18 A major task: Arthur...»

«SOHN CONFERENCE HONG KONG Presented by the Karen Leung Foundation Wednesday, June 3, 2015 ASIA SOCIETY HONG KONG CENTER | THE HONG KONG JOCKEY CLUB HALL ADMIRALTY Welcome Dear Friends and Supporters, It is our pleasure to welcome you to the 2015 Sohn Conference Hong Kong Presented by the Karen Leung Foundation. For those of you who joined us at the Conference in 2014, we appreciate your continued support. For attendees joining us for the first time, the conference will offer a unique...»

«MINUTES OF THE REGULAR MEETING OF THE FAIRFAX COUNTY REDEVELOPMENT AND HOUSING AUTHORITY January 30, 2014 On January 30, 2014, the Commissioners of the Fairfax County Redevelopment and Housing Authority (FCRHA) met in the FCRHA Board Room, One University Plaza, 4500 University Drive, Fairfax, Virginia.PRESENTATION Resident Communication Plan for Planned Changes to the Housing Choice Voucher and Public Housing Programs At 6:32 p.m., Vincent Rogers, Senior Program Manager, Rental Services...»

«venezuela währung venezuela währung Schweizer Bank UBS Unsere Experten sind für Sie da. Unsere Experten sind für Sie da. Jetzt Beratungstermin vereinbaren. Umrechnung EURO/ Währung Aktuelle Wechselkurse der EZB. Aktuelle Wechselkurse der EZB. Jetzt Währungen kostenlos umrechnen. Umrechnung Euro (EUR) und Venezuelanischer Bolivar Fuerte Der venezuelanische Bolivar Fuerte ist die Währung in Venezuela (VE, VEN). Der venezuelanische Bolivar Fuerte ist auch bekannt als Bolivars, und Bolívar....»





 
<<  HOME   |    CONTACTS
2016 www.dissertation.xlibx.info - Dissertations, online materials

Materials of this site are available for review, all rights belong to their respective owners.
If you do not agree with the fact that your material is placed on this site, please, email us, we will within 1-2 business days delete him.