The Living Documentary: from representing reality to co-creating reality in digital interactive documentary

S Gaudenzi - 2013 - research.gold.ac.uk
This thesis concentrates on the emerging field of interactive documentaries. Digital
interactive and networked media offer so many new possibilities to document reality that it is …

Foucault's fitbit: Governance and gamification

JR Whitson - 2015 - direct.mit.edu
In this chapter, I draw from Michel Foucault to frame self-tracking and gamification in terms of
the governance of modern liberal nation-states where subjects willingly govern, regulate …

What can we learn from studio studies ethnographies?: A “messy” account of game development materiality, learning, and expertise

JR Whitson - Games and Culture, 2020 - journals.sagepub.com
This article illustrates a gap between popular narratives of game development in design
texts and the reality of day-to-day development, drawing from an ethnographic account of …

[HTML][HTML] Retour sur les game studies. Comprendre et dépasser les approches formelles et culturelles du jeu vidéo

V Zabban - Réseaux, 2012 - cairn.info
Résumé Ce texte apporte une lecture compréhensive de quelques débats qui ont agité et
fortement contribué à structurer, principalement aux États-Unis et en Europe du Nord, le …

Academic integrity: Information systems education perspective

R McHaney, TP Cronan, DE Douglas - Journal of Information …, 2016 - aisel.aisnet.org
Academic integrity receives a great deal of attention in institutions of higher education.
Universities and colleges provide specific honor codes or have administrative units to …

Massively multiplayer dark play: Treacherous play in EVE Online

M Carter - The dark side of game play, 2015 - taylorfrancis.com
This chapter explores why EVE Online players engage in the dark play of theft, betrayal, and
treachery. In the dark, hyper-capitalistic, and dystopian game of EVE Online, trust is a …

Constructing the ideal EVE online player

K Bergstrom, M Carter, D Woodford… - Proceedings of DiGRA …, 2013 - eprints.qut.edu.au
EVE Online, released in 2003 by CCP Games, is a space-themed Massively Multiplayer
Online Game (MMOG). This sandbox style MMOG has a reputation for being a difficult game …

[PDF][PDF] Breaking reality: Exploring pervasive cheating in Foursquare

R Glas - 2015 - library.oapen.org
Breaking reality: Exploring pervasive cheating in Foursquare Page 132 6. Breaking reality:
Exploring pervasive cheating in Foursquare 1 René Glas Introduction ♫ This ain’t Seaworld …

[PDF][PDF] Cheating in candy crush saga

M Carter, S Björk - Social, casual and mobile games: the …, 2016 - library.oapen.org
'Freemium'describes an economic model for digital software that involves a free basic
service, with premium content available for customers that choose to pay. Freemium games …

The hearth of darkness: Living within occult infrastructures

SC Slota, A Slaughter, GC Bowker - Routledge handbook of digital …, 2020 - taylorfrancis.com
This chapter examines the systems and technologies infrastructural to new media such as
social media platforms, recommender systems, and entertainment apps serve to inform …