The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
Open accessAbstract
This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication effects literature with those from ethnographic research informed by a sociocultural perspective on cognition and learning, we present a shared theoretical framework for understanding (a) the extent to which such virtual worlds are structurally similar to “third places” (Oldenburg, 1999) for informal sociability, and (b) their potential function in terms of social capital (Coleman, 1988; Putnam, 2000). Our conclusion is that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new “third place” for informal sociability. Participation in such virtual “third places” appears particularly well suited to the formation of bridging social capital—social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.
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Cites
Situated Learning: Legitimate Peripheral Participation
Lave, J., & Wenger, E. (1991) · Cambridge University Press eBooks · doi:10.1017/cbo9780511815355 · Cited by 35,324
Hutchins, E. (1995) · doi:10.7551/mitpress/1881.001.0001 · Cited by 10,801
The internet for empowerment of minority and marginalized users
Mehra, B., Merkel, C., & Bishop, A. P. (2004) · New Media & Society · doi:10.1177/146144804047513 · Cited by 411
Cited by
Extended Self in a Digital World: Table 1.
Belk, R. W. (2013) · Journal of Consumer Research · doi:10.1086/671052 · Cited by 1,698
Sharing Versus Pseudo-Sharing in Web 2.0
Belk, R. (2014) · The Anthropologist · doi:10.1080/09720073.2014.11891518 · Cited by 622
Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.01.010 · Cited by 533
Adolescents’ identity experiments on the internet
Valkenburg, P. M., Schouten, A. P., & Peter, J. (2005) · New Media & Society · doi:10.1177/1461444805052282 · Cited by 532
Tufekci, Z. (2008) · Information, Communication & Society · doi:10.1080/13691180801999050 · Cited by 523
Metadata
- Authors
- Steinkuehler, C. A., & Williams, D.
- Venue
- Journal of Computer-Mediated Communication
- Publisher
- Oxford University Press (OUP)
- Published
- 2006-07
- Volume
- 11
- Issue
- 4
- Pages
- 885-909
- ISSN
- 1083-6101 (ISSN-L)
- OpenAlex
- W349901468
- Cited by
- 899
- References
- 3
- FWCI
- 88.76
- Type
- journal article
- Language
- en
- Open access
- bronze
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- Steinkuehler, C. A., & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". Journal of Computer-Mediated Communication. https://doi.org/10.1111/j.1083-6101.2006.00300.x
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.