Norrath : new forms, old institutions (2009)
In a knowledge-based economy, where intellectual property and creative innovation are key sources of value and wealth, social interactive environments such as EverQuest destabilise notions of...
Discursive constructions of MMOGs and some implications for policy and regulation (2009)
This paper examines how the production of interactive, co-creative softwares such as multiplayer online games differs from conventional media production, and how stakeholders employ different...
Discursive constructions of MMOGs and some implications for policy and regulation (2009)
This paper examines how the production of interactive, co-creative softwares such as multiplayer online games differs from conventional media production, and how stakeholders employ different...
Norrath : new forms, old institutions (2009)
In a knowledge-based economy, where intellectual property and creative innovation are key sources of value and wealth, social interactive environments such as EverQuest destabilise notions of...
The economies within an online social network market : A case study of Ravelry (2009)
The capacity of the internet to handle micro-transactions and to cater to niche markets is a boon for some areas of the creative industries, which have always been associated with smallscale micro...
The economies within an online social network market : A case study of Ravelry (2009)
The capacity of the internet to handle micro-transactions and to cater to niche markets is a boon for some areas of the creative industries, which have always been associated with smallscale micro...
Discursive constructions of MMOGs and some implications for policy and regulation (2009)
This paper examines how the production of interactive, co-creative softwares such as multiplayer online games differs from conventional media production, and how stakeholders employ different...
Norrath : new forms, old institutions (2009)
In a knowledge-based economy, where intellectual property and creative innovation are key sources of value and wealth, social interactive environments such as EverQuest destabilise notions of...
The economies within an online social network market : A case study of Ravelry (2009)
The capacity of the internet to handle micro-transactions and to cater to niche markets is a boon for some areas of the creative industries, which have always been associated with smallscale micro...
Discursive constructions of MMOGs and some implications for policy and regulation (2009)
© 2009 The University of Queensland
Discursive constructions of MMOGs and some implications for policy and regulation (2009)
© 2009 The University of Queensland
Norrath: New Forms, Old Institutions (2009)
Copyright 2009 Game Studies and Sal Humphreys
Norrath: New Forms, Old Institutions (2009)
Copyright 2009 Game Studies and Sal Humphreys
Discursive constructions of MMOGs and some implications for policy and regulation (2009)
This paper examines how the production of interactive, co-creative softwares such as multiplayer online games differs from conventional media production, and how stakeholders employ different...
Norrath : new forms, old institutions (2009)
In a knowledge-based economy, where intellectual property and creative innovation are key sources of value and wealth, social interactive environments such as EverQuest destabilise notions of...
The economies within an online social network market : A case study of Ravelry (2009)
The capacity of the internet to handle micro-transactions and to cater to niche markets is a boon for some areas of the creative industries, which have always been associated with smallscale micro...
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Grassroots creativity in new media environments : Yarn Harlot and the 4000 knitting Olympians (2008)
(c) Copyright 2008 Taylor & Francis
Grassroots creativity in new media environments : Yarn Harlot and the 4000 knitting Olympians (2008)
(c) Copyright 2008 Taylor & Francis
Ruling the virtual world: Governance in massively multiplayer online games (2008)
Copyright © 2008 by SAGE Publications
Ruling the virtual world: Governance in massively multiplayer online games (2008)
Copyright © 2008 by SAGE Publications
The Labour of User Co-Creators: Emergent Social Network Markets? (2008)
Banks, John A., Humphreys, Sal
John Banks and Sal Humphreys
The Labour of User Co-Creators: Emergent Social Network Markets? (2008)
Banks, John A., Humphreys, Sal
John Banks and Sal Humphreys
Copyright © 2009 ACM, Inc.
Copyright © 2009 ACM, Inc.
Collaborative Local Content Creation through edgeX: An Evaluation (2008)
This paper presents research data and findings from the collaborative content creation project edgeX: Mapping the missing grassroots, which was reported on in the 2007 AoIRs conference (Bruns and...
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-basedlearning environment in a tertiary education setting. The projecthas the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Game history, Content, Practice and Law (2007)
Fitzgerald, Brian, Humphreys, Sal, Banks, John, Suzor, Nicolas
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Game history, Content, Practice and Law (2007)
Fitzgerald, Brian, Humphreys, Sal, Banks, John, Suzor, Nicolas
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners' capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Game history, Content, Practice and Law (2007)
Fitzgerald, Brian, Humphreys, Sal, Banks, John, Suzor, Nicolas
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Playing on the edge: facilitating the emergence of a local digital grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Games: Technology, Industry, Culture (2007)
http://nla.gov.au/anbd.bib-an42068880
Games: Technology, Industry, Culture (2007)
http://nla.gov.au/anbd.bib-an42068880
Games and law: History, content, practice and law (2007)
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Done, Keith, Suzor, Nicolas P.
Please refer to the publication website
Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (2007)
The importance of the creative industries to national economies is by now well recognised, and governments around the world have instituted programmes at local, regional, and national levels to...
Building Collaborative Capacities in Learners: The M/Cyclopedia Project, Revisited (2007)
In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to...
You're in our world now: ownership and access in the proprietary community of an MMOG (2007)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
You're in our world now" TM Ownership and access in the proprietary community of an MMOG (2006)
http://nla.gov.au/anbd.bib-an40149023
You're in our world now" TM Ownership and access in the proprietary community of an MMOG (2006)
http://nla.gov.au/anbd.bib-an40149023
"You’re in our world now" Ownership and access in the proprietary community of an MMOG (2006)
This chapter considers how the interactive and social nature of massively multiplayer online games (MMOGs) presents challenges to systems of organisation, control and regulation used for more...
Toby Miller is Professor of English, Sociology, and Women's Studies and Director of the Program in Film & Visual Culture at the University of California, Riverside. His teaching and research cover...
In search of the next level (2006)
Computer games are successful, engaging media applications. Millions of people play them on a regular basis. They are absorbing and entertaining. They are drivers of technological innovation. Their...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Productive Players: Online Computer Games’ Challenge to Conventional Media Forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Productive Players: Online Computer Games’ Challenge to Conventional Media Forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Productive Players: Online Computer Games’ Challenge to Conventional Media Forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Productive Players: Online Computer Games’ Challenge to Conventional Media Forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Productive Players: Online Computer Games’ Challenge to Conventional Media Forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Productive players: online computer games' challenge to conventional media forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Productive Users, Intellectual Property and Governance: The Challenges of Computer Games (2005)
Copyright Jason Rutter 2009: The Digiplay Initiative.
Productive Users, Intellectual Property and Governance: The Challenges of Computer Games (2005)
Copyright Jason Rutter 2009: The Digiplay Initiative.
Productive Players: online computer games' challenge to conventional media forms (2005)
Copyright 2005 Taylor and Francis
Productive Players: online computer games' challenge to conventional media forms (2005)
Copyright 2005 Taylor and Francis
Humphreys, Sal, Fitzgerald, Brian, Banks, John A., Suzor, Nicolas
Copyright 2005 (The authors). Copyright © QUT. All rights reserved.
Humphreys, Sal, Fitzgerald, Brian, Banks, John A., Suzor, Nicolas
Copyright 2005 (The authors). Copyright © QUT. All rights reserved.
Games: Technology, Industry, Culture (2005)
Terry Flew and Sal Humphreys
Games: Technology, Industry, Culture (2005)
Terry Flew and Sal Humphreys
Wikis in Teaching and Assessment: The M/Cyclopedia Project (2005)
In a knowledge-based, networked economy, students leaving university need to have attained skills in collaborative and creative project-based work and to have developed critical, reflective...
Productive users, intellectual property and governance: the challenges of computer games (2005)
Computer games present challenges to intellectual property regimes that will become more widespread as interactive media, with their active, creative and productive users become more common. This...
Humphreys, Sal, Fitzgerald, Brian F., Banks, John A., Suzor, Nicolas P.
Fan based or third party content creation has assumed an integral place in the multimillion dollar computer games industry. The emerging production ecology that involves new kinds of distributed...
Productive players: online computer games' challenge to conventional media forms (2005)
The online multi-user game is an exemplar of the emergent structures of interactive media. Social relationships and community networks are formed, and developer/player relationships are negotiated...
Online Multiuser games:Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online Multiuser games:Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online Multiuser games:Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online Multiuser games:Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online Multiuser games:Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online multi-user games: Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online multi-user games: Playing for real (2003)
Copyright 2003 Australia and New Zealand Communication Association
Online multi-user games: Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online multi-user games: Playing for real (2003)
Copyright 2003 Australia and New Zealand Communication Association
Online multi-user games: Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...
Online multi-user games: Playing for real (2003)
The processes of playing give games their central meaning and need to be at the heart of analysis of computer games – play is what animates this medium. To focus on this I want to go beyond...