On and off the’Net: Scales for social capital in an online era D Williams Journal of computer-mediated communication 11 (2), 593-628, 2006 | 1955 | 2006 |
Where everybody knows your (screen) name: Online games as “third places” CA Steinkuehler, D Williams Journal of computer-mediated communication 11 (4), 885-909, 2006 | 1395 | 2006 |
Who plays, how much, and why? Debunking the stereotypical gamer profile D Williams, N Yee, SE Caplan Journal of computer-mediated communication 13 (4), 993-1018, 2008 | 1087 | 2008 |
From tree house to barracks: The social life of guilds in World of Warcraft D Williams, N Ducheneaut, L Xiong, Y Zhang, N Yee, E Nickell Games and culture 1 (4), 338-361, 2006 | 1085 | 2006 |
The virtual census: Representations of gender, race and age in video games D Williams, N Martins, M Consalvo, JD Ivory New Media & Society 11 (5), 815-834, 2009 | 1050 | 2009 |
Problematic Internet use and psychosocial well-being among MMO players S Caplan, D Williams, N Yee Computers in human behavior 25 (6), 1312-1319, 2009 | 771 | 2009 |
Looking for gender: Gender roles and behaviors among online gamers D Williams, M Consalvo, S Caplan, N Yee Journal of communication 59 (4), 700-725, 2009 | 594 | 2009 |
Internet fantasy violence: A test of aggression in an online game D Williams, M Skoric Communication monographs 72 (2), 217-233, 2005 | 379 | 2005 |
Structure and competition in the US home video game industry D Williams International Journal on Media Management 4 (1), 41-54, 2002 | 343 | 2002 |
Virtual cultivation: Online worlds, offline perceptions D Williams Journal of communication 56 (1), 69-87, 2006 | 340 | 2006 |
Unpacking time online: Connecting internet and massively multiplayer online game use with psychosocial well-being C Shen, D Williams Communication Research 38 (1), 123-149, 2011 | 327 | 2011 |
Can you hear me now? The impact of voice in an online gaming community D Williams, S Caplan, L Xiong Human communication research 33 (4), 427-449, 2007 | 271 | 2007 |
The video game lightning rod D Williams Information Communication & Society 6 (4), 523-550, 2003 | 260 | 2003 |
Groups and goblins: The social and civic impact of an online game D Williams Journal of Broadcasting & Electronic Media 50 (4), 651-670, 2006 | 259 | 2006 |
The impact of political advertising on knowledge, Internet information seeking, and candidate preference NA Valentino, VL Hutchings, D Williams Journal of communication 54 (2), 337-354, 2004 | 244 | 2004 |
The mapping principle, and a research framework for virtual worlds D Williams Communication Theory 20 (4), 451-470, 2010 | 230 | 2010 |
Stand by Your Man: An Examination of Gender Disparity in League of Legends RA Ratan, N Taylor, J Hogan, T Kennedy, D Williams Games and Culture 10 (5), 438-462, 2015 | 228 | 2015 |
As real as real? Macroeconomic behavior in a large-scale virtual world E Castronova, D Williams, C Shen, R Ratan, L Xiong, Y Huang, B Keegan New Media & Society 11 (5), 685-707, 2009 | 227 | 2009 |
A content analysis of female body imagery in video games N Martins, DC Williams, K Harrison, RA Ratan Sex roles 61 (11), 824-836, 2009 | 223 | 2009 |
Behind the avatar: The patterns, practices, and functions of role playing in MMOs D Williams, TLM Kennedy, RJ Moore Games and Culture 6 (2), 171-200, 2011 | 222 | 2011 |