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Virtual worlds as contact zones: development, localization, and intergroup communication in MMORPGs
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The new ways of corporate communication in virtual environments: case studies of Second Life
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Schism: bridging the gap from casual browser games to hardcore social worlds
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The Distance: a cooperative communication game to long-distance players
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Aether Twins
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duOS
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A case study of Nintendo during COVID-19: illustrated by the launch of Nintendo Switch and Animal Crossing: New Horizons
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A multitheoretical multilevel explication of crowd-enabled organizations: exploration/exploitation, social capital, signaling, and homophily as determinants of associative mechanisms in donation-...
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The formation and influence of online health social networks on social support, self-tracking behavior and weight loss outcomes
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Principles of transmedia branding
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Feel the force
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Deep immersive vs light social: an examination of fan engagement strategies of Game of thrones and Orange is the new black
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Building personal wellness communities: meaningful play in the everyday life of a network society
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Day[9]TV: How interactive Web television parallels game design
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Aquariyum! Designing an organic asynchronous gameplay experience
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