MFY+Searches

PsycInfo search: 7 Sept 2010 35 results References [Afforodances- Science] Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. //Science, 317//(5837), 472-476. [Player Experience] Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in world of warcraft. //CyberPsychology & Behavior, 10//(4), 530-535. [Player Experience] Browell, D. E. (2008). World of studentcraft: An ethnographic study on the engagement of traditional students within an online world. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 68// (11-) (QL: ethnography; Dissertation)   [Player Experience] Chen, C., Sun, C., & Hsieh, J. (2008). Player guild dynamics and evolution in massively multiplayer online games. //CyberPsychology & Behavior, 11//(3), 293-301.    [Affordances Camaraderie] Chen, M. G. (2009). Communication, coordination, and camaraderie in world of warcraft. //Games and Culture: A Journal of Interactive Media, 4//(1), 47-73.    [Psycho] Deeble, L. (2008). Problematic internet use and the 'world of warcraft'--addiction linked to a quest for meaning. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 69// (3-) Ducheneaut, N., & Yee, N. (2009). Collective solitude and social networks in world of warcraft. In K. Setzekorn (Ed.), //Social networking communities and e-dating services: Concepts and implications.// (pp. 78-100). Hershey, PA US: Information Science Reference/IGI Global. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in world of warcraft. //Games and Culture: A Journal of Interactive Media, 1//(4), 281-317. Earl, J., & Schussman, A. (2008). Contesting cultural control: Youth culture and online petitioning. In W. L. Bennett (Ed.), //Civic life online: Learning how digital media can engage youth.// (pp. 71-95). Cambridge, MA US: MIT Press. [Affordances Camaraderie] Frostling-Henningsson, M. (2009). First-person shooter games as a way of connecting to people: 'brothers in blood.'. //CyberPsychology & Behavior, 12//(5), 557-562. [Psycho] Griffiths, M. (2010). Online video gaming: What should educational psychologists know? //Educational Psychology in Practice, 26//(1), 35-40. Hodis, M. A. (2010). Gamemania: What makes a virtual existence so seductive? ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (9-)  [Economics] Kock, N. (2008). E-collaboration and e-commerce in virtual worlds: The potential of second life and world of warcraft. //International Journal of e-Collaboration, 4//(3), 1-13.    [Affordances – Language] Krämer, N. C. (. ). (2010). Psychological research on embodied conversational agents: The case of pedagogical agents. //Journal of Media Psychology: Theories, Methods, and Applications, 22//(2), 47-51. Levene, R., & Dickins, T. E. (2008). Sex-related invariance across cultures in an online role-playing game. //Journal of Evolutionary Psychology, 6//(2), 141-148.   [Psycho] Longman, H., O'Connor, E., & Obst, P. (2009). The effect of social support derived from world of warcraft on negative psychological symptoms. //CyberPsychology & Behavior, 12//(5), 563-566.    [Player Experience] Lowood, H. (2006). Storyline, Dance/Music, or PvP? game movies and community players in world of warcraft. //Games and Culture: A Journal of Interactive Media, 1//(4), 362-382.    [Economics] Malone, K. (2009). Dragon kill points: The economics of power gamers. //Games and Culture: A Journal of Interactive Media, 4//(3), 296-316. Mortensen, T. E. (2006). WoW is the new MUD: Social gaming from text to video. //Games and Culture: A Journal of Interactive Media, 1//(4), 397-413. [Psycho] Mulligan, M. (2009). Exploring mood management via exposure to a massively multi-player online game. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (7-) O'Brien, C. P. (2010). Commentary on tao et al. (2010): Internet addiction and DSM-V. //Addiction, 105//(3) Oliver, M., & Carr, D. (2009). Learning in virtual worlds: Using communities of practice to explain how people learn from play. //British Journal of Educational Technology, 40//(3), 444-457. (QL: Interviews, N=5; full text avail; - what and how ppl learn from online multiplayer env). Paul, C. A. (2010). Welfare epics? the rhetoric of rewards in world of warcraft. //Games and Culture: A Journal of Interactive Media, 5//(2), 158-176. [Psycho] Peters, C. S., & Malesky, A., Jr. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. //CyberPsychology & Behavior, 11//(4), 481-484. [Affordances – Training] Pirius, L. K. (2007). Massively multiplayer online game virtual environments: A potential locale for intercultural training. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 68// (5-) Romm-Livermore, C., & Setzekorn, K. (. ). (2009). In Setzekorn K. (Ed.), //Social networking communities and e-dating services: Concepts and implications//. Hershey, PA US: Information Science Reference/IGI Global. Schuhler, P., Vogelgesang, M., & Petry, J. (2009). Pathologischer PC-/Internetgebrauch: Krankheitsmodell, diagnostische und therapeutische ansätze. //Psychotherapeut, 54//(3), 187-192. Sicart, M. (2009). //The ethics of computer games//. Cambridge, MA US: MIT Press. Sicart, M. (2010). This war is a lie: Ethical implications of massively multiplayer online game design. In S. Malleck (Ed.), //Emerging ethical issues of life in virtual worlds.// (pp. 177-195). Charlotte, NC US: Information Age Publishing. Taylor, T. L. (2009). The assemblage of play. //Games and Culture: A Journal of Interactive Media, 4//(4), 331-339. Thorne, S. L. (2008). Transcultural communication in open internet environments and massively multiplayer online games. In S. S. Magnan (Ed.), //Mediating discourse online.// (pp. 305-327). Amsterdam Netherlands: John Benjamins Publishing Company. [Psycho] Turner, N. E. (2008). A comment on 'problems with the concept of video game 'addiction': Some case study examples.'. //International Journal of Mental Health and Addiction, 6//(2), 186-190. [Afforodances- Science] Utz, S. (2010). Using automated “field notes” to observe the behavior of online subjects. In J. A. Johnson (Ed.), //Advanced methods for conducting online behavioral research.// (pp. 91-108). Washington, DC US: American Psychological Association. Williams, D., Caplan, S., & Xiong, L. (2007). Can you hear me now? the impact of voice in an online gaming community. //Human Communication Research, 33//(4), 427-449. [Affordances Camaraderie] Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From tree house to barracks: The social life of guilds in world of warcraft. //Games and Culture: A Journal of Interactive Media, 1//(4), 338-361.
 * Search #1 “World of Warcraft” in TX**

PsycInfo search: 7 Sept 2010 12 Results References <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Anderson, J. L. (2008). The kids got game: Computer/video games, gender and learning outcomes in science classrooms. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (6-)  [Comparison Study] Arici, A. D. (2009). Meeting kids at their own game: A comparison of learning and engagement in traditional and three-dimensional muve educational-gaming contexts. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (2-) [Conceptual Paper] Barab, S., Dodge, T., Thomas, M. K., Jackson, C., & Tuzun, H. (2007). Our designs and the social agendas they carry. //Journal of the Learning Sciences, 16//(2), 263-305. [Conceptual Paper] Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest atlantis, A game without guns. //Educational Technology Research and Development, 53//(1), 86-107. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C., & Stein, R. (2008). Children's sense of self: Learning and meaning in the digital age. //Journal of Interactive Learning Research, 19//(2), 225-249. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Lim, C. P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. //British Journal of Educational Technology, 37//(2), 211-231. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Ludgate, H. C. (2009). Inside curriculum-embedded virtual worlds: Collaborative dialogue in quest atlantis. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (9-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Tuzun, H. (2004). Motivating learners in educational computer games. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 65// (5-) [Conceptual Paper] Warren, S. J., Stein, R. A., Dondlinger, M. J., & Barab, S. A. (2009). A look inside a MUVE design process: Blending instructional design and game principles to target writing skills. //Journal of Educational Computing Research, 40//(3), 295-321. [Affordances – Language] Zheng, D. (2006). Affordances of three-dimensional virtual environments for english language learning: An ecological psychological analysis. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 67// (6-)   [Affordances – Language] Zheng, D., Young, M. F., Wagner, M. M., & Brewer, R. A. (2009). Negotiation for action: English language learning in game-based virtual worlds. //Modern Language Journal, 93//(4), 489-511.  <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Zuiker, S. J. (2008). Transforming practice: Designing for liminal transitions along trajectories of participation. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 68// (7-)
 * Search #2 Quest Atlantis {in any field}**

PsycInfo search: 7 Sept 2010 37 results References <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Alvarado, J. T. O. (2006). Playing with power: An examination of a massive multiplayer online role playing game. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 67// (2-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Ang, C. S., Zaphiris, P., & Mahmood, S. (2007). A model of cognitive loads in massively multiplayer online role playing games. //Interacting with Computers, 19//(2), 167-179. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Axelsson, A., & Regan, T. (2006). Playing online. In J. Bryant (Ed.), //Playing video games: Motives, responses, and consequences.// (pp. 291-306). Mahwah, NJ US: Lawrence Erlbaum Associates Publishers. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. (2006). EverQuest--it's just a computer game right? an interpretative phenomenological analysis of online gaming addiction. //International Journal of Mental Health and Addiction, 4//(3), 205-216.  [Afforodances- Science] Choi, B., Lee, I., Choi, D., & Kim, J. (2007). Collaborate and share: An experimental study of the effects of task and reward interdependencies in online games. //CyberPsychology & Behavior, 10//(4), 591-595.  <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Chuang, Y. (2006). Massively multiplayer online role-playing game-induced seizures: A neglected health problem in internet addiction. //CyberPsychology & Behavior, 9//(4), 451-456. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. //CyberPsychology & Behavior, 10//(4), 575-583. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Cordes, D. F. (2006). Prey in the web: Internet usage and the marital relationship. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 67// (2-)  [Conceptual Paper] de Freitas, S., & Griffiths, M. (2007). Online gaming as an educational tool in learning and training. //British Journal of Educational Technology, 38//(3), 535-537.    [Affordances- Motivation] Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. //Educational Technology Research and Development, 55//(3), 253-273.  <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Fang, K., Lin, Y., & Chuang, T. (2009). Why do internet users play massively multiplayer online role-playing games?: A mixed method. //Management Decision, 47//(8), 1245-1260. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Grundy, D. (2008). The presence of stigma among users of the MMORPG RMT: A hypothetical case approach. //Games and Culture: A Journal of Interactive Media, 3//(2), 225-247. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Hodis, M. A. (2010). Gamemania: What makes a virtual existence so seductive? ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (9-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Hsu, S. H., Wen, M., & Wu, M. (2009). Exploring user experiences as predictors of MMORPG addiction. //Computers & Education, 53//(3), 990-999. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Hussain, Z., & Griffiths, M. D. (2008). Gender swapping and socializing in cyberspace: An exploratory study. //CyberPsychology & Behavior, 11//(1), 47-53.  [Player Experience] Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences on online gamers: A qualititative analysis. //CyberPsychology & Behavior, 12//(6), 747-753.  <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player online role-playing games: A pilot study. //International Journal of Mental Health and Addiction, 7//(4), 563-571. [Affordances – Science] Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. //Computers & Education, 52//(4), 800-810. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Krämer, N. C. (. ). (2010). Psychological research on embodied conversational agents: The case of pedagogical agents. //Journal of Media Psychology: Theories, Methods, and Applications, 22//(2), 47-51. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Malaby, T. (2006). Parlaying value: Capital in and beyond virtual worlds. //Games and Culture: A Journal of Interactive Media, 1//(2), 141-162. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;"> [Economics] Malone, K. (2009). Dragon kill points: The economics of power gamers. //Games and Culture: A Journal of Interactive Media, 4//(3), 296-316. [Affordances Social Skills] Martin, B. D. (2009). A qualitative study of social skill learning opportunities in massively multiplayer online role-playing games. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (11-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Moore, R. J., Ducheneaut, N., & Nickell, E. (2007). Doing virtually nothing: Awareness and accountability in massively multiplayer online worlds. //Computer Supported Cooperative Work (CSCW), 16//(2-3), 265-305. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Neu, S. (2009). Use of massively multiplayer online role play games by college students. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 70// (1-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Ng, B. D., & Wiemer-Hastings, P. (2004). Addiction to massively multiplayer online role-playing games. //Annual Review of CyberTherapy and Telemedicine, 2//, 97-101. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Parsons, J. M. (2006). An examination of massively multiplayer online role-playing games as a facilitator of internet addiction. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 66// (8-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Peters, C. S., & Malesky, A., Jr. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. //CyberPsychology & Behavior, 11//(4), 481-484. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Shin, D. (2010). The dynamic user activities in massive multiplayer online role-playing games. //International Journal of Human-Computer Interaction, 26//(4), 317-344. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. //CyberPsychology & Behavior, 11//(6), 715-718. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. //CyberPsychology & Behavior, 10//(5), 717-727. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Snyder, D. I. (2010). Building the virtual world: Software, beta testing, and the birth and death of the sims online. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (9-) <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Song, S., & Lee, J. (2007). Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game. //International Journal of Human-Computer Studies, 65//(8), 709-723. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Tychsen, A., Hitchens, M., Brolund, T., & Kavakli, M. (2006). Live action role-playing games: Control, communication, storytelling, and MMORPG similarities. //Games and Culture: A Journal of Interactive Media, 1//(3), 252-275.  [Affordances – Science] Wagner, M. D. (2009). Massively multiplayer online role-playing games as constructivist learning environments in k-12 education: A delphi study. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (8-)   [Affordances Higher Ed] Whitton, N., & Hollins, P. (2008). Collaborative virtual gaming worlds in higher education. //ALT-J Research in Learning Technology, 16//(3), 221-229.  <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Yee, N., Bailenson, J. N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. //CyberPsychology & Behavior, 10//(1), 115-121. <span style="font-family: Verdana; font-size: 9pt; line-height: 200%; margin-left: 22.5pt; text-indent: -22.5pt;">Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. //American Journal of Family Therapy, 37//(5), 355-372.
 * Search #3 MMORPG**

PsycInfo search: 7 Sept 2010 8 Results References [Player Experience] Abrams, S. S. (2010). Real benefits from virtual experiences: How four avid video gamers used gaming as a resource in their literate activity. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (12-)   [Player Experience] Crook, C., & Barrowcliff, D. (2001). Ubiquitous computing on campus: Patterns of engagement by university students. //International Journal of Human-Computer Interaction, 13//(2), 245-256.    [Player Experience] Kaptelinin, V., & Cole, M. (2001). Individual and collective activities in educational computer game playing. In N. Miyake (Ed.), //CSCL 2 carrying forward the conversation.// (pp. 303-316). Mahwah, NJ US: Lawrence Erlbaum Associates Publishers.   [Affordances – Language] Piirainen-Marsh, A., & Tainio, L. (2009). Other-repetition as a resource for participation in the activity of playing a video game. //Modern Language Journal, 93//(2), 153-169.    [Affordances – Language] Piirainen–Marsh, A., & Tainio, L. (2009). Collaborative game-play as a site for participation and situated learning of a second language. //Scandinavian Journal of Educational Research, 53//(2), 167-183.    [Classroom Logistics] Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. //Journal of Educational Multimedia and Hypermedia, 16//(3), 249-261.    [Player Experience] Sharritt, M. J. (2008). Students' use of social and cognitive affordances in video game play within educational contexts: Implications for learning. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (5-) [Instructional Design] Webb, R. L. (2009). The online game modding community: A connectivist instructional design for online learning? ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (12-)
 * Search #4 computer game and learning and affordance {in any field}**

PsycInfo search: 7 Sept 2010 2 results References [Classroom Logistics] Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (6-)   [Conceptual Paper] Thomas, S. (2006). Pervasive learning games: Explorations of hybrid educational gamescapes. //Simulation & Gaming, 37//(1), 41-55.  Things to do: Compile a complete combined list of all citations found. Tag each as quantitative (having a comparison group) or not Tag each with an “open coding” meta tag.
 * Search #5 video games in education**