The Library

Here’s a collection of various academic journal/chapters as appropriate. All copyrights go to them. I have listed them in an appropriate sub-section for easier use. Where possible, I will also add a small description about its content.

About Participation and/in/with Videogames

William Usher:

Why People Love Valve/Steam (2013)

Short article giving 10 reasons why people continue to use Valve’s Steam system. Clearly this is not the definitive listing, but does give some insight into the business practices of Valve, and its relationship with its ever-growing community base. Unfortunately,there is no pdf available.


Michele D Dickey:

Engaging by design (2005)

Journal discusses game design concepts that develops implement to promote ‘gameplay’. These structure the way the game is made, and importantly, how players apply this. Dickey explores and compares user narration and interactive design.


Luis Lucas Pereria and Licinio Roque:

Game Experience Design (2012)

Explores game design based around participation. The authors formulate a design model to frame participation as gameplay experience, and how this is achieved in such immersive media forms.


Kurt Squire:

Videogames in Education (2003)

Argues against the dominant notion of ‘games and their effects.’ Instead, it looks into the important educational aspects that games can promote. Examines the history of games in research fields, and suggests new approaches as games become more complex.


Constance Steinkuehler:

Participation in a Discourse  (2006)

The aim of this article is to:  (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. Discusses the importance of language, as well as arguing against videogames as a nothing more than ‘barren play.’


Talmadge Wright, Eric Boria, and Paul Breidenbach:

Creative Player Actions (2002)

The authors argue that the playing of FPS multiplayer games by participants can both reproduce and challenge everyday rules of social interaction while also generating interesting and creative innovations in verbal dialogue and non-verbal expressions. They explore these complex social relationships between players within Valve’s incredibly popular online FSP, Counter-Strike.


Mike Ambinder:

ValveBiofeedback-Ambinder (2011)

From Valve’s published work, this 71-slide show discusses the interesting concept of being able to ‘measure’ biofeedback data: measurement, display, analysis to provide one-way cycle of data input and examine ‘trends’ within people.


About Participation within Social Networks

Ashwini Nadkarni and Stefan G Hofmann:

Why Do People Use Facebook?

The authors attempt to explore why Facebook is so widely used. Their research takes them from sociocultural differences to the workings of the human psych. Their interesting article proposes two human psychological needs: need to belong and need to self-present. Sadly, I have been unable to get a pdf.


Lorna Gibson et al :

Designing Social Networks for Adults (2010)

The authors explore the notion of social networking for an older audience, including the problems and issues around this. Thee conducted various research experiments, and their findings help for them to discuss potential design solutions for a more mature audience.


Luca Dall’Asta, Matteo Marsili, and Paolo Pin:

Collaboration in Social Networks (2011)

Social networks connect people together. This allows them not only to learn successful strategies and adapt to them, but also to condition their own behavior on the behavior of others. The authors explore this in relation to two-player games.


Jure Leskovec, Daniel Huttenlocher, and Jon Kleinberg

Signed networks in Social Media (2010)

Interactions between users on various social media sites are not only ‘positive’, but there are also ‘negative’ impacts. The authors study the more interplay between both these effects, going against the bulk of research which tended to focus on the beneficial side. They connect their findings to theories of signed networks from social psychology. Their findings suggest there are certain common patterns of interaction, but also its evolution.


Jose P Zagal and Amy Bruckman:

Design Online Enviornment (2012)

Discussion how novices and expert can collaborate in such a way that everyone benefits from it.  They researched into the Game Ontology Project (GOP), a wiki-enabled hierarchy of elements of gameplay, used by game studies researchers, in a game design class.


Andreas M Kaplan and Michael Haenlein:

Users of the world, unite (2009)

Decisions are frequently made within social media. Firms try to maximize their potential revenue by fully using such media like Youtube for their needs. But what exactly is ‘social media?’ The authors explore this historically from Web 2.0 to UGC.


Tim O’Reilly (2009)

What Is Web 2.0

Web 2.0 is a turning point in the advancement of social media. How and why this is, is the subject of Tim O’Reilly’s essay/note on exactly that. He discusses the differences between Web 1.0/2.0, the web itself as a platform for social media, and what this all means in the grand scheme of things. Sadly, I’ve been unable to get a pdf of this.


Jon Dovey, Seth Giddings, Martin Lister, Ian Grant, and Kieran Kelly:

UGC (2009)

The authors explore user generated content across different media fields such as TV news. This is particularly important to understand how users create, modify and implement their own content alongside the original material, and as a key point about collaboration. This is from a photocopied extract.

NOTE: from New Media: A Critical Introduction   London: Routledge


Laura Becker and Key Pousttchi

User’s Privacy Concerns (2012)

Explores the issues of privacy, specifically Facebook’s analysis of user data to advertise to them the relevant adverts based on their activities on the site. They aim to discuss the balance between privacy concerns and the intention of users to use Facebook.


Karel Kreijns, Paul A. Kirschner, Wim Jochems

Identfying Pitfalls (2003)

It’s always good to share knowledge and information with others, which is what social networks can allow. But the results are not always positive or beneficial. The authors explore this within two major points: taking advantage of the network for one’s own gain; and also if people neglect the actual social interaction between people.


Bracha Shapira and Boaz Zabar:

Personalised Searches (2010)

Search engines appear to use a ‘one size fits all’ direction when it comes to information gathering, often returning hundreds of searches that are not relevant to the original search. This papers looks into ‘personalised searches’; for refining search choices in two ways:  One method is based on collaborative users’ knowledge; the second integrates information from the user’s social network.



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