An Interaction Process Analysis of Text-based Communication in an Online Multiplayer Videogame

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Publisher :
ISBN 13 :
Total Pages : 136 pages
Book Rating : 4.E/5 ( download)

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Book Synopsis An Interaction Process Analysis of Text-based Communication in an Online Multiplayer Videogame by : Jorge Felipe Pen̋a

Download or read book An Interaction Process Analysis of Text-based Communication in an Online Multiplayer Videogame written by Jorge Felipe Pen̋a and published by . This book was released on 2004 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Communication in Construction Teams

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Publisher : Routledge
ISBN 13 : 1134225083
Total Pages : 332 pages
Book Rating : 4.1/5 (342 download)

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Book Synopsis Communication in Construction Teams by : Stephen Emmitt

Download or read book Communication in Construction Teams written by Stephen Emmitt and published by Routledge. This book was released on 2006-09-27 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Construction teams are usually complex, interdisciplinary and temporary, and, as such, the need for effective communication is crucial. However, published data regarding the manner in which individuals interact within the temporary project team is scarce, with little other than anecdotal evidence available. Recognizing this gap, Communication in Construction Teams provides a comprehensive overview of the literature on interpersonal communication and delivers a critical review of various research methods previously used in and outside the construction management field. Making use of Bales' interaction process analysis (IPA), a tool used successfully in many fields to collect interaction data, the text investigates the link between successful projects and the effectiveness of communication, finding that participants in the construction process exhibit regular patterns of interaction and, most significantly, that there are different patterns of interaction associated with successful and unsuccessful projects. Putting forward a number of practical suggestions to assist all actors involved in construction projects, this insightful publication will be of interest to researchers in the fields of building design and construction management.

Game User Experience And Player-Centered Design

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Publisher : Springer Nature
ISBN 13 : 3030376435
Total Pages : 490 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Game User Experience And Player-Centered Design by : Barbaros Bostan

Download or read book Game User Experience And Player-Centered Design written by Barbaros Bostan and published by Springer Nature. This book was released on 2020-04-06 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

Engaging Theories in Interpersonal Communication

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Publisher : SAGE Publications
ISBN 13 : 1483355268
Total Pages : 346 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis Engaging Theories in Interpersonal Communication by : Dawn O. Braithwaite

Download or read book Engaging Theories in Interpersonal Communication written by Dawn O. Braithwaite and published by SAGE Publications. This book was released on 2014-10-10 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Winner of the 2017 NCA Gerald R. Miller Book Award! Use and Understand Interpersonal Communication Theories Engaging Theories in Interpersonal Communication: Multiple Perspectives highlights key theories used to guide interpersonal communication research. The Second Edition features 30 theory chapters written by leading scholars in interpersonal communication, including new coverage of evolutionary theories, Problematic Integration Theory, supportive communication theories, Theory of Motivated Information Management, critical approaches to interpersonal communication, and Media Multiplexity Theory. Each theory chapter follows the same structure to help readers easily find and compare information across theories. An updated introductory chapter maps the history and the current state of interpersonal communication theory since publication of the first edition, based on comprehensive analysis of published scholarship. Presenting both classic and cutting-edge issues, the book organizes theories into three clusters—theories that are individually-centered; theories that are focused on discourse and interaction processes; and theories that examine how communication functions in personal relationships. All authors interweave abstract theoretical concepts with concrete examples in order to maximize readability and comprehension.

Multiplayer

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Publisher : Routledge
ISBN 13 : 1134092199
Total Pages : 271 pages
Book Rating : 4.1/5 (34 download)

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Book Synopsis Multiplayer by : Thorsten Quandt

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Digital Games in Language Learning and Teaching

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Publisher : Springer
ISBN 13 : 1137005262
Total Pages : 250 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Digital Games in Language Learning and Teaching by : Hayo Reinders

Download or read book Digital Games in Language Learning and Teaching written by Hayo Reinders and published by Springer. This book was released on 2012-06-12 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.

The Language of Gaming

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Publisher : Bloomsbury Publishing
ISBN 13 : 0230357083
Total Pages : 219 pages
Book Rating : 4.2/5 (33 download)

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Book Synopsis The Language of Gaming by : Astrid Ensslin

Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Playing with Sound

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Publisher : MIT Press
ISBN 13 : 0262312301
Total Pages : 199 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Playing with Sound by : Karen Collins

Download or read book Playing with Sound written by Karen Collins and published by MIT Press. This book was released on 2013-01-11 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

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Publisher : IGI Global
ISBN 13 : 1609601963
Total Pages : 2084 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources

Download or read book Gaming and Simulations: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2084 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

The SAGE Handbook of Interpersonal Communication

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Publisher : SAGE Publications
ISBN 13 : 148334150X
Total Pages : 801 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis The SAGE Handbook of Interpersonal Communication by : Mark L. Knapp

Download or read book The SAGE Handbook of Interpersonal Communication written by Mark L. Knapp and published by SAGE Publications. This book was released on 2011-08-26 with total page 801 pages. Available in PDF, EPUB and Kindle. Book excerpt: The revised Fourth Edition of The SAGE Handbook of Interpersonal Communication delivers a clear, comprehensive, and exciting overview of the field of interpersonal communication. It offers graduate students and faculty an important, state-of-the-art reference work in which well-known experts summarize theory and current research. The editors also explore key issues in the field, including personal relationships, computer-mediated communication, language, personality, skills, nonverbal communication, and communication across a person's life span. This updated handbook covers a wide range of established and emerging topics, including: Biological and Physiological Processes Qualitative and Quantitative Methods for Studying Interpersonal Communication Interpersonal Communication in Work, Family, Intercultural, and Health Contexts Supportive and Divisive Transactions Social Networks Editors Mark L. Knapp and John A. Daly have significantly contributed to the field of interpersonal communication with this important reference work—a must-have for students and scholars.

The Civic Potential of Video Games

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Publisher : MIT Press
ISBN 13 : 9780262513609
Total Pages : 0 pages
Book Rating : 4.5/5 (136 download)

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Book Synopsis The Civic Potential of Video Games by : Joseph Kahne

Download or read book The Civic Potential of Video Games written by Joseph Kahne and published by MIT Press. This book was released on 2009 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities or civic activities. The authors are interested in what role video games may or may not play in this disengagement.

Gamification: Concepts, Methodologies, Tools, and Applications

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Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2250 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

The SAGE Encyclopedia of Communication Research Methods

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Publisher : SAGE Publications
ISBN 13 : 1483381420
Total Pages : 2013 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis The SAGE Encyclopedia of Communication Research Methods by : Mike Allen

Download or read book The SAGE Encyclopedia of Communication Research Methods written by Mike Allen and published by SAGE Publications. This book was released on 2017-04-11 with total page 2013 pages. Available in PDF, EPUB and Kindle. Book excerpt: Communication research is evolving and changing in a world of online journals, open-access, and new ways of obtaining data and conducting experiments via the Internet. Although there are generic encyclopedias describing basic social science research methodologies in general, until now there has been no comprehensive A-to-Z reference work exploring methods specific to communication and media studies. Our entries, authored by key figures in the field, focus on special considerations when applied specifically to communication research, accompanied by engaging examples from the literature of communication, journalism, and media studies. Entries cover every step of the research process, from the creative development of research topics and questions to literature reviews, selection of best methods (whether quantitative, qualitative, or mixed) for analyzing research results and publishing research findings, whether in traditional media or via new media outlets. In addition to expected entries covering the basics of theories and methods traditionally used in communication research, other entries discuss important trends influencing the future of that research, including contemporary practical issues students will face in communication professions, the influences of globalization on research, use of new recording technologies in fieldwork, and the challenges and opportunities related to studying online multi-media environments. Email, texting, cellphone video, and blogging are shown not only as topics of research but also as means of collecting and analyzing data. Still other entries delve into considerations of accountability, copyright, confidentiality, data ownership and security, privacy, and other aspects of conducting an ethical research program. Features: 652 signed entries are contained in an authoritative work spanning four volumes available in choice of electronic or print formats. Although organized A-to-Z, front matter includes a Reader’s Guide grouping entries thematically to help students interested in a specific aspect of communication research to more easily locate directly related entries. Back matter includes a Chronology of the development of the field of communication research; a Resource Guide to classic books, journals, and associations; a Glossary introducing the terminology of the field; and a detailed Index. Entries conclude with References/Further Readings and Cross-References to related entries to guide students further in their research journeys. The Index, Reader’s Guide themes, and Cross-References combine to provide robust search-and-browse in the e-version.

Gaming at the Edge

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Publisher : U of Minnesota Press
ISBN 13 : 1452943443
Total Pages : 344 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Gaming at the Edge by : Adrienne Shaw

Download or read book Gaming at the Edge written by Adrienne Shaw and published by U of Minnesota Press. This book was released on 2015-01-01 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Collaboration and Technology

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Publisher : Springer
ISBN 13 : 3319995049
Total Pages : 233 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Collaboration and Technology by : Armanda Rodrigues

Download or read book Collaboration and Technology written by Armanda Rodrigues and published by Springer. This book was released on 2018-08-27 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 24th International Conference on Collaboration and Technology, CRIWG 2018, held in Costa de Caparica, Portugal, in September 2018. The 11 revised full papers presented together with 6 short papers were carefully reviewed and selected from 32 submissions. The papers published in the proceedings of this year span dierent areas of collaborative computing research, from collaborative learning to collaboration through social media and virtual communities.

Video Game Spaces

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Publisher : MIT Press
ISBN 13 : 0262293013
Total Pages : 315 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Video Game Spaces by : Michael Nitsche

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Socialbots and Their Friends

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Publisher : Taylor & Francis
ISBN 13 : 1317267397
Total Pages : 270 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Socialbots and Their Friends by : Robert W. Gehl

Download or read book Socialbots and Their Friends written by Robert W. Gehl and published by Taylor & Francis. This book was released on 2016-12-01 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many users of the Internet are aware of bots: automated programs that work behind the scenes to come up with search suggestions, check the weather, filter emails, or clean up Wikipedia entries. More recently, a new software robot has been making its presence felt in social media sites such as Facebook and Twitter – the socialbot. However, unlike other bots, socialbots are built to appear human. While a weatherbot will tell you if it's sunny and a spambot will incessantly peddle Viagra, socialbots will ask you questions, have conversations, like your posts, retweet you, and become your friend. All the while, if they're well-programmed, you won't know that you're tweeting and friending with a robot. Who benefits from the use of software robots? Who loses? Does a bot deserve rights? Who pulls the strings of these bots? Who has the right to know what about them? What does it mean to be intelligent? What does it mean to be a friend? Socialbots and Their Friends: Digital Media and the Automation of Sociality is one of the first academic collections to critically consider the socialbot and tackle these pressing questions.