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Communities of innovation: Cyborganic and the birth of networked social media
Play-testing a video game prototype with low-SES college-bound urban high school students
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Scalable peer-to-peer streaming for interactive applications
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The new ways of corporate communication in virtual environments: case studies of Second Life
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When a story calls: the narrative potential of mobile media
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Edge indexing in a grid for highly dynamic virtual environments
The patterns, effects and evolution of player social networks in online gaming communities
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Visualizations and mashups in online news production
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Virtual worlds as contact zones: development, localization, and intergroup communication in MMORPGs
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Social media's role, utility, and future in video game public relations
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