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Software / Video game culture / Community building / Internet culture / Social information processing / Game studies / Virtual community / Gamer / Virtual world / Virtual reality / Digital media / Technology


Videogames as Third Places Greg Wadley, Martin Gibbs, Connor Graham The University of Melbourne 2010 AD: The Convivial Killing Fields Arriving home from school, John dumps his bag, grabs a snack,
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Document Date: 2004-07-30 01:47:21


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City

Routledge / San Francisco / Computing / Austin / New York / Berlin / Schuster / /

Company

Kellogg / Designing Systems / Heinz / Sony / Microsoft / /

Continent

America / /

Country

Netherlands / United States / /

Event

Natural Disaster / /

Facility

Connor Graham The University of Melbourne / /

IndustryTerm

Internet access / fan web sites / local area network / Internet-enabled videogames / Internet boom / Online Role-playing Games / large online communities / Internet connectivity / technology advances / online multiplayer videogames / videogame networks / online multiplayer videogame technology / online discussion spaces / online videogames / online gaming mean / text-based online multiplayer game environments / online interaction / multiplayer videogame network / broadband Internet / online games / online communities / Internet-based multiplayer gaming / technology-mediated communication / large networking systems / social networks / online collaboration / high-tech murder / /

NaturalFeature

Xbox Live Voice Channel / /

Organization

International Game Developers Association / University of Melbourne / Lan party / /

Person

David / Sherry Turkle / Martin Gibbs / Lawrence Erlbaum Mahwah / Hitomi / Connor Graham / John / Howard Rheingold / Ivan / /

Position

player / /

Product

Playstation 2 / /

ProvinceOrState

Texas / New York / /

PublishedMedium

The Nexus / /

Region

east Asia / /

Technology

LAN / online multiplayer videogame technology / broadband / CMC technology / voice-over-IP / Virtual Community / /

SocialTag