Recently in MMORPG Category

Steinkuehler, Constance A. "Learning in massively multiplayer online games." Sixth International Conference on the Learning Sciences. Kafai and Sandoval and Enyedy, N. and Nixon and Herrera, F. Erlbaum, 2004.

http://portal.acm.org/citation.cfm?id=1149126.1149190

ABSTRACT
Given their increasing domination of the entertainment industry and wide spread popularity among a wide range of populations, massively multiplayer online videogames (MMOGs) are quickly becoming the form of entertainment and a major mechanism of socialization. Researchers have taken notice, and educational MMOGs are now beginning to emerge; however, there is a paucity of research on the actual culture/cognition of MMOGameplay, despite its necessity for sound theory and viable design. This paper outlines an ongoing cognitive ethnography of a currently thriving MMOG. Using discourse analytic methods, this project is developing a "thick description" (Geertz, 1973) of naturally-occurring gameplay, paying particular attention to the forms of socially and materially distributed cognition that emerge, the learning mechanisms embedded within community practice, and the ways in which participation shapes and is shaped by the situated (on-and off-screen) identities of its members. After outlining the data collection and analysis methods used, I present an illustrative analysis of selected data and preliminary findings specific to learning within this new virtual space for play.

World of Warcraft as a Playground for Feminism

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Corneliussen, Hilde G.. "World of Warcraft as a Playground for Feminism". in Digital Culture, Play, and Identity.  chapter 3, pages 63-87. ed. by Corneliussen, Hilde G. and  Jill Walker Rettberg. MIT Press, May 2008.

http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11402&mode=toc

Motivations for Play in Online Games

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Yee, N (2007). Motivations for Play in Online Games. CyberPsychology and Behavior, 9, 772-775.

From The Deadalus Project


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ABSTRACT:
An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.

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