Skip to main content Accessibility help
×
Hostname: page-component-76fb5796d-9pm4c Total loading time: 0 Render date: 2024-04-27T11:23:26.424Z Has data issue: false hasContentIssue false

Part III - Understanding Culture with Games

Published online by Cambridge University Press:  15 June 2018

Kiran Lakkaraju
Affiliation:
Sandia National Laboratories, New Mexico
Gita Sukthankar
Affiliation:
University of Central Florida
Rolf T. Wigand
Affiliation:
University of Arkansas
Get access

Summary

Image of the first page of this content. For PDF version, please use the ‘Save PDF’ preceeding this image.'
Type
Chapter
Information
Social Interactions in Virtual Worlds
An Interdisciplinary Perspective
, pp. 251 - 310
Publisher: Cambridge University Press
Print publication year: 2018

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

References

Bainbridge, William Sims. (1978). Satan's power: A deviant psychotherapy cult. Berkeley, CA: University of California Press.Google Scholar
Bainbridge, William Sims. (2002). The endtime family: Children of God. Albany, NY: State University of New York Press.Google Scholar
Bainbridge, William Sims. (2007). The scientific research potential of virtual worlds. Science, 317, 472476.Google Scholar
Bainbridge, William Sims. (2010). The warcraft civilization: Social science in a virtual world. Cambridge, MA: MIT Press.Google Scholar
Bainbridge, William Sims. (2011). The virtual future. London: Springer.Google Scholar
Bainbridge, William Sims. (2013a). eGods: Faith versus fantasy in computer gaming. New York, NY: Oxford University Press.Google Scholar
Bainbridge, William Sims. (2013b). The Iron Law. Journal of Virtual Worlds Research, 6(3).Google Scholar
Bainbridge, William Sims. (2014). An information technology surrogate for religion: The veneration of deceased family members in online games. New York, NY: Palgrave Macmillan.Google Scholar
Bainbridge, William Sims. (2016a). Star worlds: Freedom versus control in online gameworlds. Ann Arbor, MI: University of Michigan Press.Google Scholar
Bainbridge, William Sims. (2016b). Virtual sociocultural convergence: Human sciences of computer games. London: Springer.Google Scholar
Barthel, Diane L. (1984). Amana: From pietist sect to American community. Lincoln, NE: University of Nebraska Press.Google Scholar
Carden, Maren Lockwood. (1969). Oneida: Utopian community to modern corporation. Baltimore, MD: Johns Hopkins University Press.Google Scholar
Castronova, Edward. (2005). Synthetic worlds: The business and culture of online gaming. Chicago, IL: University of Chicago Press.Google Scholar
Castronova, Edward. (2007). Exodus to the virtual world: How online fun is changing reality. New York, NY: Palgrave Macmillan.Google Scholar
Durkheim, Emile. (1915). The elementary forms of the religious life. New York, NY: Free Press (1965).Google Scholar
Gardner, Hugh. (1978). The children of prosperity: Thirteen modern American communes. New York, NY: St. Martin's Press.Google Scholar
Geraci, Robert M (2014). Virtually sacred. New York, NY: Oxford University Press.Google Scholar
Gibbs, Martin, Mori, Jopji, Arnold, Michael, & Kohn, Tamara. (2012). Tombstones, uncanny monuments and epic quests: Memorials in World of Warcraft. Game Studies, 12(1).Google Scholar
Goffman, Erving. (1961). Encounters: Two studies in the sociology of Interaction – Fun in games & role distance. Indianapolis, IN: Bobbs-Merrill.Google Scholar
Guarneri, Carl J. (1982). Importing Fourierism to America. Journal of the History of Ideas, 43(4), 581594.Google Scholar
Heinlein, Robert A. (1951). Between planets. New York, NY: Scribner.Google Scholar
Houriet, Robert. (1971). Getting back together. New York, NY: Coward, McCann and Geoghegan.Google Scholar
Huntington, Samuel P. (1996). The Clash of Civilizations and the remaking of world order. New York, NY: Simon and Schuster.Google Scholar
Kamau, Lucy Jayne. (1992). The anthropology of space in Harmonist and Owenite New Harmony. Communal Societies, 12, 6889.Google Scholar
Kanter, Rosabeth Moss. (1972). Commitment and community: Communes and utopias in sociological perspective. Cambridge, MA: Harvard University Press.Google Scholar
Michels, Robert. (1915). Political parties. New York, NY: Hearst's International Library.Google Scholar
More, Thomas. (1516). Utopia. London: Chiswell [English translation, 1685].Google Scholar
Moreno, Jacob L. (1944). Psychodrama and therapeutic motion pictures. Sociometry, 7(2), 230244.Google Scholar
Moreno, Jacob L., & Toeman, Zerka. (1942). The group approach in psychodrama. Sociometry, 5(2): 191195.Google Scholar
Nardi, Bonnie. (2010). My life as a Night Elf priest: An anthropological account of World of Warcraft. Ann Arbor, MI: University of Michigan Press.CrossRefGoogle Scholar
Nordhoff, Charles. (1875). The communistic societies of the United States. London: John Murray.Google Scholar
Noyes, John Humphrey. (1870). History of American socialisms. Philadelphia, PA: Lippincott.Google Scholar
Palmer, Susan J. (2004). Aliens adored: Rael's UFO religion. New Brunswick, NJ: Rutgers University Press.Google Scholar
Parsons, Talcott. (1964). Evolutionary universals in society. American Sociological Review, 29, 339357.Google Scholar
Pearce, Celia, & Artemesia, . (2009). Communities of play: Emergent cultures in multiplayer games and virtual worlds. Cambridge, MA: MIT Press.Google Scholar
Rheingold, Howard. (1993). The virtual community. Reading, MA: Addison-Wesley.Google Scholar
Sicart, Miguel. (2009). The ethics of computer games. Cambridge, MA: MIT Press.Google Scholar
Stanislavski, Constantin. (1964). An actor prepares. New York, NY: Routledge.Google Scholar
Stark, Rodney, & Bainbridge, William Sims. (1987). A theory of religion. New York, NY: Peter Lang.Google Scholar
Stephan, Karen H., & Stephan, G. Edward. (1973). Religion and the survival of Utopian communities. Journal for the Scientific Study of Religion, 12, 89100.Google Scholar
Timpone, Richard J. (1998). Structure, behavior, and voter turnout in the United States. The American Political Science Review, 92(1), 145158.CrossRefGoogle Scholar
Zablocki, Benjamin. (1980). Alienation and charisma. New York, NY: Free Press.Google Scholar

References

Asher, S. A., MacEvoy, J. P., & McDonald, K. L. (2008). Children's peer relations, social competence, and school adjustment: A social tasks and social goals perspective. In Maehr, M. L., Karabenick, S., & Urdan, T. (eds.), Advances in motivation and achievement. Amsterdam: Elsevier.Google Scholar
Bailenson, J. N., Beall, A. C., Loomis, J., Blascovich, J., & Turk, M. (2004). Transformed social interaction: Decoupling representations from behavior and form in collaborative virtual environments. Presence: Teleoperators and Virtual Environments, 13(4), 428441.Google Scholar
Baker, T., & Clark, J. (2010). Cooperative learning – A double-edged sword: A cooperative learning model for use with diverse student groups. Intercultural Education, 21(3), 257–68.Google Scholar
Banks, M. (2012). Collocated multiplayer games and social interaction (doctoral dissertation). London: University College London.Google Scholar
Baumann, G. (1999). The multicultural riddle: Rethinking national, ethnic, and religious identities. New York, NY: Psychology Press.Google Scholar
Berry, J. W., Phinney, J. S., Sam, D. L., & Vedder, P. (2006). Immigrant youth: Acculturation, identity, and adaptation. Applied Psychology, 55(3), 303332.CrossRefGoogle Scholar
Blascovich, J., & Bailenson, J. (2012). Infinite reality: The hidden blueprint of our virtual lives. New York, NY: HarperCollins.Google Scholar
Bleszynska, K. M. (2008). Constructing intercultural education. Intercultural Education, 19(6), 537545.Google Scholar
Bleumers, L., All, A., Mariën, I., Schurmans, D., Van Looy, J., Jacobs, A., Willaert, K., & De Grove, F. (2012). In Stewart, J. (ed.), State of play of digital games for empowerment and inclusion: A review of literature and empirical cases. JRC-IPTS Technical Report, Joint Research Centre; 2012. JRC77655. Retrieved from: http://ipts.jrc.ec.europa.eu/publications/pub.cfm?id=5819 (accessed July 18, 2016).Google Scholar
Brennen, B. S. (2013). Interviewing. In Qualitative research methods for media studies (pp. 2658). New York, NY: Routledge.Google Scholar
Bruin, K. (1985). Prejudices, discrimination, and simulation/gaming: An analysis. Simulation & Gaming, 16(2), 161173.Google Scholar
Chamberlin-Quinlisk, C. (2013). Media, technology, and intercultural education. Intercultural Education, 24(4), 297302.Google Scholar
Chomentowski, M. (2009). L'échec scolaire des enfants de migrants: L'illusion de l'égalité. Paris: L'Harmattan.Google Scholar
Coelho, E. (1994). Learning together in the multicultural classroom. Markham, Ontario: Pippin Publishing.Google Scholar
Coelho, E. (1998). Teaching and learning in multicultural schools: An integrated approach, Vol. 13. Bristol: Multilingual Matters.Google Scholar
Cohen, L., Manion, L., & Morrison, K. (2000). Research methods in education. New York, NY: Routledge.Google Scholar
Côté, J. E. (1996). Sociological perspectives on identity formation: The culture–identity link and identity capital. Journal of Adolescence, 19(5), 417428.Google Scholar
Crul, M., & Holdaway, J. (2009). Children of immigrants in schools in New York and Amsterdam: The factors shaping attainment. The Teachers College Record, 111(6), 14761507.Google Scholar
den Brok, P., & Levy, J. (2005). Teacher–student relationships in multicultural classes: Reviewing the past, preparing the future. International Journal of Educational Research, 43(1), 7288.CrossRefGoogle Scholar
Deutsch, M. (1949). A theory of cooperation and competition. Human Relations, 2, 129152.Google Scholar
De Weyer, T., Robert, K., Hariandja, J. R. O., Alders, G., & Coninx, K. (2011). The social maze: A collaborative game to motivate MS patients for upper limb training. In Herrlich, M., Malaka, R., & Masuch, M. (eds.), ICEC 2012 (pp. 476479). Laxenburg, Austria: International Federation for Information Processing.Google Scholar
Dusi, P., Messetti, G., & Falcón, I. G. (2015). Belonging: Growing up between two worlds. Procedia-Social and Behavioral Sciences, 171, 560568.Google Scholar
EU. (2007). Report of the peer learning activity, Oslo May 2007. How can teacher education and training policies prepare teachers to teach effectively in culturally diverse classrooms? Education and Training 2010 programme, cluster Teachers and Trainers. Directorate General for Education and Culture, Lifelong Learning: Education and Training Policies, School Education and High Education.Google Scholar
EU. (2016). Education to foster intercultural understanding and solidarity in Europe. Retrieved from: www.eucis-lll.eu/eucis-lll/wp-content/uploads/2016/01/lllplatform_policy-paper_education-to-foster-intercultural-dialogue_jan.pdf (accessed January 20, 2016).Google Scholar
Eurydice. (2004) Integrating immigrant children into schools in Europe. Retrieved from: www.indire.it/lucabas/lkmw_file/eurydice///Integrating_immigrant_children_2004_EN.pdf (accessed July 4, 2015).Google Scholar
Fogg, B. J. (2003). Persuasive technology: Using computers to change what we think and do. San Francisco, CA: Morgan Kaufmann.Google Scholar
Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. London: Routledge.Google Scholar
González Sánchez, J. L., Cabrera, M., & Gutiérrez, F. L. (2007). Diseño de Videojuegos aplicados a la Educación Especial. In Proceedings of eighth congreso internacional de interacción persona, Ordenador, Zaragoza, Spain.Google Scholar
Gorard, S., & Taylor, C. (2004). Combining methods in educational and social research. London: Open University Press.Google Scholar
Haché, A., & Cullen, J. (2009). ICT and youth at risk: How ICT-driven initiatives can contribute to their socio-economic inclusion and how to measure it. Sevilla, Spain: European Commission, Joint Research Centre (JRC), Institute for Prospective Technological Studies (IPTS).Google Scholar
Hallinan, Maureen T., & Teixeira, Ruy A. (1987). Opportunities and constraints: Black–white differences in the formation of interracial friendships. Child Development, 58(5), 13581371.CrossRefGoogle ScholarPubMed
Hijzen, D. (2006). Students’ goal preferences, ethnocultural background and the quality of cooperative learning in secondary vocational education. Leiden: Leiden University, Educational Sciences, Faculty of Social and Behavioural Sciences.Google Scholar
Hung, C.-Y. (2007). Video games in context: An ethnographic study of situated meaning-making practices of Asian immigrant adolescents. Paper presented at the Situated Play. DiGRA 2007 International Conference, Tokyo, Japan.Google Scholar
Isbister, K. (2010). Enabling social play: A framework for design and evaluation. In Evaluating user experience in games (pp. 11–22). Human-Computer Interaction Series. New York, NY: Springer Science+Business Media.Google Scholar
Johnson, D. W., & Johnson, R. (1989). Cooperation and competition: Theory and research. Edina, MN: Interaction Book Company.Google Scholar
Johnson, D. W., & Johnson, R. (1994). Learning together. In Sharan, S., (ed.), Handbook of cooperative learning methods (pp. 115133). Westport, CT: Greenwood Press.Google Scholar
Johnson, D. W., & Johnson, R. (1999). Cooperative learning, values, and culturally plural classrooms. In Leicester, M., Modgill, C., & Modgil, S. (eds.), Values, the classroom, and cultural diversity (pp. 1528). London: Cassell PLC.Google Scholar
Johnson, D. W., & Johnson, R. (2002). Learning together and alone: An overview. In Sharan, S. (Guest Editor), Cooperative learning. Asia Pacific Journal of Education, 22(1), 95105Google Scholar
Johnson, R. T., & Johnson, D. W. (1988). Cooperative learning: Two heads learn better than one. Transforming education: In context; 18:34. Retrieved from: www.context.org/ICLIB/IC18/Johnson.htm (accessed January 20, 2016).Google Scholar
Kayali, F., Schwarz, V., Götzenbrucker, G., Purgathofer, P., Franz, B., & Pfeffer, J. (2011). Serious beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game. Paper presented to the DiGRA 2011 Conference “Think Design Play,” Utrecht, the Netherlands.Google Scholar
KTH. (2004 ). Ghost in the Cave [collaborative game].Google Scholar
Lenoir, A., Lenoir, Y., Pudelko, B., & Steinback, M. (2008). Le discours québécois sur les relations entre l'école et les familles issues de l'immigration: Un état de la question. Les Dossiers des Sciences de l:éducation, 19, 171190.Google Scholar
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games; 2002. Retrieved from: www.teem.org.uk/publications/teem_gamesined_full.pdf (accessed January 20, 2016).Google Scholar
Molecule, Media. (2015). Little Big Planet 3 [console game].Google Scholar
Memarzia, M., & Star, K. (2011). Choices and voices: A serious game for preventing violent extremism. In Akhgar, B. & Yates, S. (eds.), Intelligence management knowledge driven frameworks for combating terrorism and organized crime. London: SpringerGoogle Scholar
Migacheva, K., & Tropp, L. R. (2013). Learning orientation as a predictor of positive intergroup contact. Group Processes & Intergroup Relations, 16, 426444.Google Scholar
Norman, Donald A. (1999). Affordance, conventions, and design. Interactions 6 (3), 3843.Google Scholar
Nuñez, G., Aguero, U., & Olivares, C. (1998). Group decision-making for collaborative educational games. Paper presented at the 4th International Workshop on Groupware (CRIWG 98), Buzios Brasil.Google Scholar
Nussbaum, M., Rosas, R., Rodríguez, P., Sun, Y., & Valdivia, V. (1999). Diseño desarrollo y evaluación de video juegos portátiles educativos y autorregulados. Ciencia al Día, 3(2), 1.Google Scholar
Ohinata, A., & Van Ours, J. C. (2013). How immigrant children affect the academic achievement of native Dutch children. The Economic Journal, 123(570), F308F331.Google Scholar
O'Mara, B., & Harris, A. (2014). Intercultural crossings in a digital age: ICT pathways with migrant and refugee-background youth. Race Ethnicity and Education, 19(3), 639658.Google Scholar
Osterman, K. F. (2010). Teacher practice and students’ sense of belonging. In International research handbook on values education and student wellbeing (pp. 239260). Dordrecht: Springer.Google Scholar
Padilla Zea, N., González Sánchez, J. L., Gutiérrez Vela, F. L., Cabrera, M., & Paderewski, P. (2009). Design of educational multiplayer videogames: A vision from collaborative learning. Advances in Engineering Software, 40, 12411260.Google Scholar
Pettigrew, T. F. (1998). Intergroup contact theory. Annual Review of Psychology, 49(1), 6585.Google Scholar
Pettigrew, T. F. (2008). Future directions for intergroup contact theory and research. International Journal of Intercultural Relations, 32(3), 187199.Google Scholar
Pettigrew, T. F., & Tropp, L. R. (2006). A meta-analytic test of intergroup contact theory. Journal of Personality and Social Psychology, 90(5), 751.Google Scholar
Rinman, M. L., Friberg, A., Bendiksen, B., et al. (2004). Ghost in the Cave: An interactive collaborative game using non-verbal communication. In Camurri, A. & Volpe, G. (eds.), Gesture-based communication in human–computer interaction (pp. 549556). New York, NY: Springer Science+Business Media.Google Scholar
Schleicher, A. (2012). Preparing teachers and developing school leaders for the 21st century: Lessons from around the world. Paris: OECD Publishing.Google Scholar
Sen, A. K. (1992). Inequality examined. Cambridge, MA: Harvard University Press.Google Scholar
Severiens, S., Wolff, R., & van Herpen, S. (2014). Teaching for diversity: A literature overview and an analysis of the curriculum of a teacher training college. European Journal of Teacher Education, 37(3), 295311.Google Scholar
Silverman, D. (1993). Interpreting qualitative data. London: SAGE.Google Scholar
Sleeter, C. (2013). Teaching for social justice in multicultural classrooms. Multicultural Education Review, 5(2), 119.Google Scholar
Smith, H. W. (1975). Strategies of social research: The methodological imagination. London: Prentice Hall.Google Scholar
Steele, C. M. (1997). A threat in the air: How stereotypes shape intellectual identity and performance. American Psychologist, 52(6), 613.Google Scholar
Stefanek, E., Strohmeier, D., & van de Schoot, R. (2015). Individual and class room predictors of same-cultural friendship preferences in multicultural schools. International Journal of Behavioral Development, 39(3), 255265.Google Scholar
Steinbach, M. (2010). Eux autres versus nous autres: Adolescent students’ views on the integration of newcomers. Intercultural Education, 21(6), 535547.Google Scholar
Steinkuehler, C. (2004). Learning in massively multiplayer online games. In Kafai, Y. B., Sandoval, W. A., Enyedy, N., Nixon, A. S., & Herreras, F. (eds.), Proceedings of the sixth international conference of the learning sciences (pp. 521528). Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
Suárez-Orozco, M., & Suárez-Orozco, C. (2000). Some conceptual considerations in the interdisciplinary study of immigrant children. In Trueba, H. & Bartolome, L. (eds.), Immigrant voices: In search of educational equity (pp. 1736). Oxford: Rowman & Littlefield.Google Scholar
Tielman, K., den Brok, P., Bolhuis, S., & Vallejo, B. (2012). Collaborative learning in multicultural classrooms: A case study of Dutch senior secondary vocational education. Journal of Vocational Education & Training, 64(1), 103118.Google Scholar
Traag, T., & Van der Velden, R. K. (2008). Early school-leaving in the Netherlands. The role of student-, family- and school factors for early school-leaving in lower secondary Education. Maastricht: Research Centre for Education and the Labour.Google Scholar
Tupas, R. (2014). Intercultural education in everyday practice. Intercultural Education, 25(4), 243254.Google Scholar
Usart, M., Romero, M., & Almirall, E. (2011). Impact of the feeling of knowledge explicitness in the learner's participation and performance in a collaborative digital game based learning activity. In Ma, M., Oliveira, M. Fradinho, & Pereira, J. Madeiras (eds.), SGA 2011 (pp. 2335). Berlin: Springer-Verlag.Google Scholar
Ward, C. (2013). Probing identity, integration and adaptation: Big questions, little answers. International Journal of Intercultural Relations, 37(4), 391404.Google Scholar
Wiklund, Mats. (2005). Game mediated communication: Multiplayer games as the medium for computer based communication. In Proceedings of DIGRA 2005 Changing Views Worlds in Play 2 Nd International Digital Games Research Association Conference June 16–20, 2005. Retrieved from: www.digra.org/wp-content/uploads/digital-library/06278.39122.pdf (accessed January 20, 2016).Google Scholar
Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37(1), 2440.Google Scholar

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×