
investiGaming › Tags › Co Play
Cantrell, Tania (2006)
International Communication Association Conference, Germany (
http://www.allacademic.com/meta/p93165_index.html)
Synopsis:
Exploratory qualitative analysis employs a uses and gratifications approach to understand how and why women play shooter video games.
Keywords:
conference, first person shooter, gaming social context, co play, play style, motivations
Full Text: Yes | Abstract: Yes | Highlights: Yes
Heeter, Carrie (2009)
Handbook of Research on Effective Electronic Gaming in Education
Synopsis:
Two studies explore the various player types found in commercial MMOs and educational games. Study 1 examined the impact of different in-game reward schemas on player types and Study 2 compared classroom play with one child per computer versus paired play of the same educational game.
Keywords:
book, chapter, educational games, MMO, player types, learning, learning process, motivation, co play
Full Text: Yes | Abstract: Yes
Inkpen, K., Booth, K.S., Klawe, M. & Upitis, R. (1995)
Proceedings of Computer Support for Collaborative Learning (CSCL '95), Bloomington, IN, 177-181
Synopsis:
Describes follow-on studies focusing on how gender and grouping affects performance and attitudes of children playing a puzzle solving game called The Incredible Machine (TIM).
Keywords:
conference, cooperation, co play, motivations
Full Text: Yes | Abstract: Yes
Ito, Mizuko and Matteo Bittanti (2008)
in Hanging Out, Messing Around, Geeking Out: Living and Learning with New Media, part of "Kids' Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures," a three-year collaborative project funded by the John D. and Catherine T. MacArthur Foundation.
Synopsis:
A discussion of different genres of gaming practices and the discourses that create boundaries between different forms of game play in terms of learning and development.
Keywords:
academia, chapter, children high school, gaming social context, gaming culture, gender identity, co play, empowerment, friendship
Full Text: Yes | Abstract: Yes | Highlights: Yes
Kafai, Yasmin (2008)
in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press
Synopsis:
An after after-school club in Whyville was created and girls’ and boys’ online and offline interactions while in this club were observed.
Keywords:
book, chapter, co play, cooperation, Whyville, middle school
Full Text: Yes | Abstract: Yes
Kahne, Joseph, Middaugh, Ellen, and Chris Evans (2008)
http://www.digitallearning.macfound.org
Synopsis:
A phone survey of 1,102 young persons in the United States aged 12 to 17 conducted by Pew Internet and American Life Project in order to explore the link between video games and civic engagement.
Keywords:
survey, report, high school, player demographics, game genres, digital divide, parents and gaming , gaming social context, co play, family dynamics, civic engagement, learning, Internet use
Full Text: Yes | Abstract: Yes | Highlights: Yes
PopCap Games (2010)
http://www.infosolutionsgroup.com/2010_PopCap_Social_Gaming_Research_Results.pdf
Synopsis:
PopCap Games survey of 1,202 US and UK internet users who play social games at least once a week
Keywords:
industry, genre_casual, co_play,casual games
Full Text: Yes | Abstract: Yes
Taylor, Nick (2005)
DIGRA conference
Synopsis:
This study tentatively explores connections between hetero-normative masculinity and video gaming enacted by patrons of a Canadian university’s campus arcade/LAN.
Keywords:
conference, gaming social context, co play, Warcraft, cooperation
Full Text: No | Abstract: Yes
Yee, Nick (2008)
In Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, Kafai, Y, Heeter, C., Denner, J. and Sun, J., eds. MIT Press
Synopsis:
Multiple Surveys with data from 2,000 to 4,000 MMO players are combined with in-game observation to study various hypotheses about the dynamics of gender, play, and relationships in MMOs.
Keywords:
book, chapter, survey, player demographics, MMO, player types, what women want, what men want, co play, gaming social context
Full Text: Yes | Abstract: Yes | Highlights: Yes