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This paper presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. I consider ways online game hype and identity are formed by looking at Korean PC game rooms as " third places, " , and activities associated with professional and(More)
In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We look at international attempts to regulate their use through policy, and unearth some of the ways in which media reports have constructed public opinion of online games. We then(More)
5. "nothing is free": A qualitative study of sex trading among methamphetamine users in cape town, south africa. 28. Internet addiction prevalence and quality of (real) life: A meta-analysis of 31 nations across seven world regions. 30. The effects of cocaine self-administration on dendritic spine density in the rat hippocampus are dependent on 38. In vivo(More)
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