Now showing items 1-3 of 3
Using participant observation in Machinima research.
(Games Research Methods Seminar, University of Tampere, Finland, 2010-04-08)
This paper reports on the research methodology used to investigate the social and relational aspects of Machinima, ie., the creation of original films using live and edited gamesplay from 3D games engines (Academy of ...
It’s mine: Participation and ownership within virtual value co-creation enviornments.
Interpretations of value and the processes of value creation are rapidly evolving from product and firm centric perspectives to personalised consumer experiences. However, whilst much of the literature in this area advocates ...
Convergence of gaming and virtual worlds.
(Sprenger / IGI, 2010)