This paper assesses the economic impacts of hyper-monetization, immersive advertising, and general shifts in...
Tag: gaming
Toxicity v. toxicity: How Ethnography Can Inform Scalable Technical Solutions
While a number of scholars have studied online communities, research on games has been mostly focused on the business, experience, and content of gameplay. Interactions between players within games has received less attention, and toxic behavior is a newer area of investigation in academia....
Valuable Connections: Design Anthropology and Co-creation in Digital Innovation
This paper explores challenges and potentials for innovation and co-creation within an increasingly interconnected and digitalized world, and its affect on ethnographic practices within the field of design and business development. Our discussion is based on material from an interdisciplinary...
Human API as a Research Source in Health Care
This paper illustrates how the concept of “Human API” can help post-treatment cancer patients with challenges they face once they are released from the hospital. The results and implications of this semester long graduate project will help illuminate how the Human API through its various data...
The Best of Both (Virtual) Worlds: Using Ethnography and Computational Tools to Study Online Behavior
In recent years, many ethnographers have conducted participant observation studies in virtual worlds, whether in games like World of Warcraft or user-generated environments like Second Life. However, the acceptance of digital fieldwork as a legitimate form of ethnography does not make it strictly...
Contact Lists and Youth
This paper explores the nature of networked contact lists in an emerging new media ecology as they relate to a population of 10 American pre-teens and teens (9-15). Mobile, gaming, and Web 2.0 services are contributing to a shift in the role of the contact list from a static visualization...