Biblio
Filters: Author is Williams [Clear All Filters]
"Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs." Games and Culture (2010). Abstract
"As real as real? Macroeconomic behavior in a large-scale virtual world." New Media Society 11 (2009): 685-707. Abstract
"The virtual census: representations of gender, race and age in video games." New Media Society 11 (2009): 815-834. Abstract
Players’ Realm: Studies on the Culture of Videogames and Gaming. Jefferson NC: McFarland, 2007.
"Terms of Service, Terms of Play in Children’s Online Gaming." In The Player’s Realm: Studies on the Culture of Video Games and Gaming, edited by Patrick J. Williams and Jonas Heide Smith, 33-55. Jefferson, NC: McFarland Press, 2007. Abstract
"A research agenda for developing and implementing educational computer games: Colloquium." British Journal of Educational Technology 38 (2007): 513-518. Abstract
"A (Brief) Social History of Gaming." In Video Games: Motivations and Consequences of Use, edited by Peter Vorderer and Jennings Bryant. Mahwah, New Jersey: Erlbaum, 2006.
"From Tree House to Barracks: The Social Life of Guilds in World of Warcraft." Games and Culture 1 (2006): 338-361. Abstract
Gaming as Culture: Essays in Social Reality, Identity and Experience in Fantasy Games. McFarland & Company, 2006.
"Groups and goblins: The social and civic impact an online game." Journal of Broadcasting & Electronic Media 50, no. 4 (2006): 651-670. Abstract
"Virtual cultivation: Online worlds, offline perceptions." Journal of Communication 56 (2006): 69-87. Abstract
"Measuring bridging and bonding online and off: The development and validation of a social capital Instrument." Journal of Computer-Mediated Communication 11 (2006).
Social network analysis and methods in MMO research In Game Developers Conference., 2006.
"Why Game Studies Now? Gamers Don't Bowl Alone." Games and Culture 1 (2006): 13-16. Abstract
Where Everybody Knows Your (Screen) Name: Online Games as 'Third Places' In DiGRA 2005 Conference: Changing Views--Worlds in Play., 2005.
"Bridging the methodological divide in game research." Simulation & Gaming 36 (2005): 447-463.
A Brief Social History of Game Play In DiGRA 2005 Conference: Changing Views--Worlds in Play., 2005.
Can you hear me now? The social impact of voice on internet communities In Association of Internet Researchers., 2005.
"Internet fantasy violence: A test of aggression in an online game." Communication Monographs 72 (2005): 217-233.
Trouble in River City: The Social Life of Video Games In Department of Communication Studies. Vol. Ph.D. Ann Arbor, Michigan: University of Michigan, 2004.
Digiplay Bibliography Updates
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game


