23,518 research outputs found

    Online Communities of Female Gamers: A Resistance Analysis of the PMSclan

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    abstract: This research is focused on competitive female video gamers. This study focuses on a specific group of competitive female gamers who participate in an all female online community group or clan known as the PMSclan. The purpose of the study is to analyze the highly competitive female video gaming clan members of the PMSclan in order to understand how resistance is displayed in a female centered video gaming community and how that affects the identity of the individual gamers through Shaw's (2001) theory of resistance. This study employs qualitative research design and uses content analysis of publicly available clan doctrines and member blogs through the PMSclan website. Findings indicate that collective acts of resistance lead to individual acts of resistance which can be seen through self-expression, self-determination, and empowerment. These acts of resistance have a positive impact on female gamers with outcomes of strength and power which can be displayed in a typically masculine society.Dissertation/ThesisM.S. Recreation and Tourism Studies 201

    Motivations of User Engagement in eWOM of Chinese Microblog

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    This study examined the motivations of user engagement in electronic word-of-mouth behavior through a netnography. The sample includes more than 2,000 posts from the Chinese microblog-Sina Weibo and 20 follow-up interviews about film reviews. 5 types of motivations were examined, including egoistic motivations, motivations for the reward, reciprocal motivations, altruistic motivations, and motivations in the sense of community. Results confirmed the effect of egoistic motivations, reciprocal motivations, and motivations in the sense of community for the increasing volume of eWOM. However, motivations for the reward and altruistic motivations were found less powerful. Hence, the reward was found to decrease the generation of eWOM.The findings would give implications for marketers to plan and leverage eWoM and help scholars understand eWoM in a microblog context

    Community in the Crowd: Motivations for Commenting on Twitch.tv Live Streams

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    Twitch.tv is a growing platform designed or interaction, communication, and socialization. It is space for content creators and viewers can to interact and build communities. Although it is not exclusively video game streams, Twitch.tv has become a major player in the industry. This study is a thematic analysis of comments made during live streams of video game content. The questions guiding this research were: What do viewers comment about on streams? What do these comments reveal about their motivations for participating? What are the variations between content types? After analyzing 9084 comments across 10 streams, what was found was that a major motivation for Twitch.tv viewers is the creation and maintenance of social bonds. Additionally, the building of hype was a large motivator. There was a small but widespread number of toxic comments. This research shows that Twitch.tv acts as a center for communities to grow around unique streamers and the potential significance of the platform itself

    From Vitruvian Man to the Avatar: The Second Life of Humanity

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    Social Virtual Environments (SVEs) have been in existence for as long as we have communicated with others through the internet. Users of social virtual environments are represented by avatars, virtual representations of the users. As technology has advanced, so have the ways in which users can represent themselves online: from user-names in the beginning to three-dimensional, graphic representations used in many gaming and immersive environments so popular today. User representations in virtual environments (commonly referred to as “avatars) become a part of the user’s identity as they interact with others in the virtual environment and with the environment itself. The primary purpose of this study was to create a model of the components that comprise the avatars through an extensive review of current literature on the avatar, virtual environments, human-computer interaction (HCI) as well as theories in virtual identity, user and avatar personality, and the movement of identity between the user, the projective identity, the virtual representation, and the environment. Secondarily, this study examined, using quantitative and qualitative methods, the application of the model in examining personality traits of the user and the virtual representation (the avatar) to predict participation in social virtual activism in the virtual world of Second Life. The study took a mixed method approach through a quantitative survey of the general population of Second Life users (1,001 respondents) and a qualitative case study of a virtual social activist community (Four Bridges Project) in the social virtual world, Second Life. Findings from a review of the literature produced a comprehensive model of the avatar components that effectively describes the movement of identity and personality through the representative components. Findings from the survey and case study indicated that, while there is not a substantial difference in the percentage differences in personality traits of the activist in Second Life when compared to the general population of Second Life, the baseline personality traits of the Second Life activist tend to range higher. The case study revealed that activism in Second Life relies on a community of practitioners that encourage and support each other through shared resources and information building

    Beyond the Game: an Exploratory Study of Virtual Communication, Self-disclosure, and Social Support on Live Streaming Platforms

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    Research on live streaming platforms often investigates the motivations for the users viewing. One motivation that is often found is a motivation of socialization however further research should explore the socialization that occurs on live streaming platforms. This study examines the socialization process in live streaming platforms such as Twitch.TV involving self-disclosure and social support. A survey of 170 individuals asked about the use of live streaming platforms, sense of virtual community, breadth of self-disclosure, and social support. Findings suggest that individuals on live streaming platforms like other online networks build a sense of virtual community. Findings reveal that users of live streaming platforms disclose about a variety information including attitudes, work, body, and personality resulting in feelings of either received informational or emotional support from other members within the live stream. Further research into live streaming platforms may take in consideration the role of the individual within the stream and frequency of disclosure. Keywords: live streaming, self-disclosure, virtual community, social suppor

    Using Participatory Media and Public Voice to Encourage Civic Engagement

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth. Teaching young people how to use digital media to convey their public voices could connect youthful interest in identity exploration and social interaction with direct experiences of civic engagement. Learning to use blogs ("web logs," web pages that are regularly updated with links and opinion), wikis (web pages that non-programmers can edit easily), podcasts (digital radio productions distributed through the Internet), and digital video as media of self-expression, with an emphasis on "public voice," should be considered a pillar -- not just a component -- of twenty-first-century civic curriculum. Participatory media that enable young people to create as well as consume media are popular among high school and college students. Introducing the use of these media in the context of the public sphere is an appropriate intervention for educators because the rhetoric of democratic participation is not necessarily learnable by self-guided point-and-click experimentation. The participatory characteristics of online digital media are described, examples briefly cited, the connection between individual expression and public opinion discussed, and specific exercises for developing a public voice through blogs, wikis, and podcasts are suggested. A companion wiki provides an open-ended collection of resources for educators: https://www.socialtext.net/medialiteracy

    Delivering Virtual Ethnicity Drama: A Pedagogical Design For Bridging Digital And Diversity Barriers

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    This study examines an original dramaturgical method for creating virtual world experience called virtual world drama. The instructional focus is improving students aptitude for analyzing ethnic identity by instilling both conceptual and multicultural competency. An exploratory research method is used, relying on observation (disguised and non-disguised) and survey information collected from a student sample spanning four academic quarters. Findings suggest that virtual world drama deepens the specificity of ethnic culture analysis and broadens the spectrum of ethnic culture awareness. In addition learning outcomes are evaluated based on improvements in ethnic aptitude collaboration, competence, and community

    The impact of customer personality and online brand community engagement on intention to forward company and users generated content: palestinian banking industry a case

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    Personality five characteristics are playing crucial role on intention to forward Online Company Generated Content and user generated content mediated by online brand community engagement. This paper is applied on a case of banking industry in order to perceive a long run relationship between banks operating in Palestine and their customers. The total of 685 valid questionnaires were collected from online banking sector in Palestine, who is member of online brand community in Facebook. Moreover, the data were analysed and processed by structural equation model. The results reveal that personality traits (extraversion, conscientiousness, and openness) have positive influence on online brand community engagement. It also found that online brand community engagement plays vital role in inducing clients to forward CGC and UGC. Simultaneously, the results provide banks with a valuable implication on how banking industry can attract more customers in online brand community website and perceived trust of banks services and product

    The impact of customer personality and online brand community engagement on intention to forward company and users generated content: palestinian banking industry a case

    Get PDF
    Personality five characteristics are playing crucial role on intention to forward Online Company Generated Content and user generated content mediated by online brand community engagement. This paper is applied on a case of banking industry in order to perceive a long run relationship between banks operating in Palestine and their customers. The total of 685 valid questionnaires were collected from online banking sector in Palestine, who is member of online brand community in Facebook. Moreover, the data were analysed and processed by structural equation model. The results reveal that personality traits (extraversion, conscientiousness, and openness) have positive influence on online brand community engagement. It also found that online brand community engagement plays vital role in inducing clients to forward CGC and UGC. Simultaneously, the results provide banks with a valuable implication on how banking industry can attract more customers in online brand community website and perceived trust of banks services and products

    Toward an Ecology of Gaming

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    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning
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