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Online Gaming and the Interactional Self: Identity interplay in Situated Practice

Resource type
Date created
2006
Authors/Contributors
Author: Chee, F.
Author: Vieta, M.
Author: Smith, R.
Abstract
In recent years the popular media have asserted that massively multiplayer online role playing games (MMORPGS) are highly addictive. According to popular belief, these games have caused players to forsake “real life” obligations and “significant” offline relationships in order to pursue the “fake” and “trivial” online. This article presents an examination of online games in a broader context by linking the online world of gamers with their offline worlds.
Document
Identifier
CPROST Catalogue Number: 06-07
Published as
Chee, F., 2006, Online Gaming and the Interactional Self: Identity interplay in situated practice. In: Williams, J.P. et al. (Eds.): Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games, Jefferson, NC; McFarland Publishing, pp 154-174.
Document title
Online Gaming and the Interactional Self: Identity interplay in Situated Practice
Editor
Williams, J.P. et al.
Publisher
McFarland
Date
2006
First page
154
Last page
174
Copyright statement
Copyright is held by the author(s).
Permissions
You are free to copy, distribute and transmit this work under the following conditions: You must give attribution to the work (but not in any way that suggests that the author endorses you or your use of the work); You may not use this work for commercial purposes.
Scholarly level
Peer reviewed?
Yes
Language
English
Download file Size
0607.pdf 172.4 KB

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