95 research outputs found

    The Beacon, September 27, 2013

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    Vol. 25, Issue 18, 8 pageshttps://digitalcommons.fiu.edu/student_newspaper/1743/thumbnail.jp

    The Trail, 2012-04-20

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    https://soundideas.pugetsound.edu/thetrail_all/1660/thumbnail.jp

    May/September 2012 Full Issue

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    Strategic alliances in the high-tech industry

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    [i]Keywords: high-tech industry; innovation systems in Poland and in the world; strategic management \u2013 value chain; technology management; analisis of innovation \u2013 technology mapping and data mining[/i] S\u142owa kluczowe: przemys\u142 wysokiej techniki; systemy innowacji w Polsce i na \u15bwiecie; zarz\u105dzanie strategiczne \u2013 \u142a\u144cuch warto\u15bci; zarz\u105dzanie technologi\u105; analiza innowacyjno\u15bci \u2013 mapowanie technologii i [i]data mining[/i

    December 12, 2016 (Monday) Daily Journal

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    February 20, 2006

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    The Breeze is the student newspaper of James Madison University in Harrisonburg, Virginia

    The Murray Ledger and Times, June 13, 2013

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    July 22, 2016 (Friday) Daily Journal

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    Trinity Tripod, 1999-09-21

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    To Play or Not to Play: Non/Participation in Eve Online

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    This dissertation addresses a gap in the academic study of digital games whereby investigations remain focused on current players and the experiences of former or non-players are rarely accounted for. Using EVE Online (EVE), a massively multiplayer online game (MMOG) known for its difficult learning curve and homogenous community as a case study, I conducted an investigation of who does/does not play this particular game and their stated reasons for playing or not. I argue that while EVE is positioned in the MMOG market as a sandbox style game where in-game activities are only limited by a players imagination, in reality only a very particular type of play (and player) is publically acknowledged by EVEs developer (CCP Games), the gaming enthusiast press, and academics investigations of this game, emphasizing just how little is known about who plays EVE beyond the stereotypical imagined player. Drawing on literature from leisure studies to articulate a framework for exploring barriers/constraints to gameplay and theoretically informed by feminist theories of technology, I conducted an Internet-based survey to capture the thoughts and experiences of current, former, and non-EVE players. A total of 981 participants completed the survey. In my analysis of open-ended responses, I found that current players described the game in a way that emphasized its exceptionality, relied heavily on jargon, and assumed their reader was already familiar with EVE, its player community, and its surrounding norms and conventions. Non-players who were familiar with the game described their perceptions of EVE being an unwelcoming community meant they had opted out of playing without ever downloading the trial. Former players fell into three groupings: ex-players who had permanently quit EVE, a group who want to play but felt forced to take a temporary break due to external constraints (e.g. exams at school or financial limitations), and a third group would consider returning if changes to their personal circumstances and/or the game happened in future. Ultimately this research complicates what it means to play or not play MMOG, opening up avenues for future research about how access and barriers to digital game play inevitably shift over time
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