References: Ethical Standards in the Field of MMORPG Research

References to cited and mentioned works in “Ethical Standards in the Field of MMORPG Research”:

  • AAA (American Anthropological Association) 2004 AAA code of Ethics.http://www.aaanet.org/_cs_upload/issues/policy-advocacy/23970_1.pdf, accessed July 21, 2008
  • AAA (American Anthropological Association) 2004. American Anthropological Association Statement on Ethnography and Institutional Review Boards.http://www.aaanet.org/stmts/irb.htm, accessed July 21, 2008
  • Agar, Michael. 1996 The Professional Stranger. An Informal Introduction to Ethnography. Oxford: Elsevier LTD
  • Anderson, C. A., and Bushman, B. J. 2001 Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5):353-359.
  • ASA (Association of Social Anthropologists of the UK and Commonwealth) 2007 ASA Ethics http://www.theasa.org/ethics.htm, accessed July 21, 2008
  • Axelsson, A., et al. 1999 Collaboration and Communication in Multi-User Virtual Environments: A Comparison of Desktop and Immersive Virtual Reality Systems for Molecular Visualization. In UKVRSIG’99. Proceedings of Sixth UKVRSIG Conference. Fernando T. ,ed, Pp. 107-118, University of Salford.
  • Bailenson, J., and Blascovich, J. 2004 Avatars. In Encyclopedia of Human-Computer Interaction. Bainbridge, William S., ed, Great Barrington, Mass.: Berkshire Publishing Group.
  • Bailenson, J., Blascovich, J., Beall, A., and Loomis, J. 2003 Interpersonal distance in immersive virtual environments. In Personality and Social Psychology Bulletin, 29:1-15.
  • Bar-On, D. 1996 Ethical issues in biographical interviews and analysis. In Ethics and process in the narrative study of lives. Josselson, R. ed, The Narrative Study of Lives, 4:9-21. Thousand Oaks, CA: Sage.
  • Bradley, C., and Froomkin, M. 2003 Virtual worlds, real rules. In New York Law School Law Review, 49(1):103- 146.
  • Brettell, C. B. 1993 When they read what we write: The politics of ethnography. London: Bergin & Garvey.
  • Cassell, Joan and Jacobs, Sue-Ellen. 1996 Handbook on Ethical Issues in Anthropology. http://dev.aaanet.org/committees/ethics/toc.htm, accessed July 21, 2008
  • Castronova, Edward 2003 Theory of the Avatar, CESIFO Working Paper no. 863. http://ssrn.com/abstract=385103, accessed Jan 25, 2008
  • Castronova, Edward 2006 Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press.
  • Chou, T., and Ting, C. 2003 The role of flow experience in cyber-game addiction. In Cyberpsychology and Behavior, 6(6):663-676.
  • Consalvo, M. 2003 Hot dates and fairy-tale romances: Studying sexuality in video games (Chapter 8). In The Video Game Theory Reader. Wolf, M. J. P. and Perron, B., eds., 171-194. London: Routledge.
  • Crawford, S. 2003 Who’s in charge of who I am: Identity and law online. Paper presented at First Annual State of Play Conference, New York Law School, November 13-15.
  • Cropley, Arthur J. 2005 Qualitative Forschungsmethoden. Eine Praxisnahe Einführung. Eschborn bei Frankfurt am Main: Klotz.
  • Dekker, Rudolf 2002 Jacques Presser’s Heritage: Egodocuments in the Study of History. In Memoria y Civilization, 5:13-37.
  • Delwiche, A. 2006 Massively multiplayer online games (MMOs) in the new media classroom. In Educational Technology & Society, 9 (3):160-172.
  • Dibbell, J. 1998 My tiny life: Crime and passion in a virtual world. New York: Holt.
  • Domínguez, Daniel, Beaulieu, Anne, and Estalella, Adolfo a.o. 2007 Virtual Ethnography. In Forum Qualitative Social Research, 8(3), http://www.qualitative-research.net/index.php/fqs/article/view/274/601, accessed August 12, 2008.
  • Douse, N., & McManus, I. 1993 The personality of fantasy gamers. In British Journal of Psychology, 84 (4):505-509.
  • Ducheneaut, Nicolas, and Moore, Robert J. 2004 “Let me get my alt:” Digital identiti(es) in multiplayer games. Palo Alto Research Center (PARC).
  • Duchenaut, Nicolas, Yee, Nick, Nickell, Eric, and Moore, Robert. 2006 “Alone Together?” Exploring the Social Dynamics of Massively Multiplayer Online Games. CHI 2006, April 22–27, 2006, Montréal, Québec, Canada.
  • ESCR 2005 Research Ethics Framework. http://www.esrc.ac.uk/ESRCInfoCentre/Images/ESRC_Re_Ethics_Frame_tcm6-11291.pdf, accessed July 21, 2008.
  • Flanagin, A. J., Tiyaamornwong, V., O’Connor, J., and Seibold, D. R. 2002 Computer-mediated group work: The interaction of member sex and anonymity. In Communication Research, 29:66-93.
  • Foreman, J. 2003 Next-generation: Educational technology versus the lecture. In Educause Review, July/August:12-22.
  • Garris, R., Ahlers, R., & Driskell, J. 2002 Games, motivation, and learning: A research and practice model. In Simulation and Gaming, 33 (4):441-467.
  • Gee, J. P. 2003 What video games have to teach us about learning and literacy. New York: Palgrave MacMillan.
  • Geertz, Clifford 1973 The Interpretation of Cultures. New York: Basic Books.
  • Gerndt, Helge. 1981 Kleidung als Indikator kultureller Prozesse. In Kultur als Forschungsfeld. Gerndt, Helge, Pp 168-193. München
  • Girtler, Roland 2001 Methoden Der Feldforschung. 4, Wien: Böhlau.
  • Götsch, Silke, and Lehmann, Albrecht 2007 Methoden der Vokskunde. Positionen, Quellen, Arbeitsweisen der Europäischen Ethnologie. Berlin: Reimer Verlag.
  • Hancock, J., and Dunham, P. 2001 Impression Formation in Computer-Mediated Communication Revisited: An Analysis of the Breadth and Intensity of Impressions. In Communication Research, 28:325-347.
  • Hancock, J., Toma, C., and Ellison, N. 2007 The truth about lying in online dating profiles. Paper presented at the CHI 2007, San Jose, CA.
  • Hine, Christine 2000 Virtual Ethnography. London: Sage Pubn Inc. 2005. Virtual Methods. Issues in Social Research on the Internet. Oxford: Berg.
  • Hofstede, G. J., and Pedersen, P. 1999 Synthetic cultures: Intercultural learning through simulation games. In Simulation & Gaming, 30(4):415-440.
  • Iyengar, S. 2002 Experimental Designs for Political Communication: From Shopping Malls to the Internet. Paper presented at the Workshop in Mass Media Economics.
  • Jacobson, D. 1999 Impression formation in cyberspace: Online expectations and offline experiences in text-based virtual communities. In Journal of Computer- Mediated Communication, 5.
  • Jarvenpaa, S., and Leidner, D. 1998 Communication and trust in global virtual teams. In Journal of Computer-Mediated Communication, 3.
  • Johns, Mark D., Chen, Shing-Ling Sarina, and Hall, Jon 2004 Online Social Research. Methods, Issues, & Ethics. New York: Peter Lang Publishing.
  • Josselson,R. 1996 On writing other people’s lives. In Ethics and process in the narrative study of lives. Josselson, R. ,ed., The Narrative Study of Lives, 4:60-71. Thousand Oaks, CA: Sage.
  • Kramer, Karl-Sigismund. 1968 Zur Erforschung der historischen Volkskultur. In Rheinisches Jahrbuch für Volkskunde 19:7-41.
  • Lastowka, F. G., and Hunter, D. 2003 The laws of the virtual worlds. California Law Review. http://ssrn.com/abstract=402860, accessed July 15, 2008.
  • Leander, K.M., and Mckim, K.K. 2003 “Tracing the Everyday “Sitings” of Adolescents on the Internet: A Strategic Adaptation of Ethnography Across Online and Offline Spaces’. In Education, Communication & Information 3(2):211–40.
  • Lieblich, A. 1996 Some unforeseen outcomes of conducting narrative research with people of one’s own culture. In Ethics and process in the narrative study of lives. Josselson, R., ed., The Narrative Study of Lives, 4:172-184. Thousand Oaks, CA: Sage.
  • Maier, M. 2003 Can a metaverse have inflation? In Business 2.0. March
  • Malabi, Thomas2006 Parlaying Value. Capital In and Beyond Virtual Worlds. In Games and Culture, 1(2):141-162. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=871851, accessed March 20, 2008.
  • Markham, A. 2005 ‘Reconsidering Self and Other: The Methods, Politics, and Ethics of Representation in Online Ethnography’. In Handbook of Qualitative Research. N.K. Denzin and Y.S. Lincoln, eds. Thousand Oaks, CA: Sage.
  • 1998 Life Online: Researching Real Experience in Virtual Space. Thousand Oaks, CA: Sage.
  • Mauthner, M. 2000 Snippets and silences: Ethics and reflexivity in narratives of sistering. In International Journal of Social Research Methodology, 3(4):287-306.
  • Merola, N., Penas, J., and Hancock, J. 2006 Avatar color and social identity effects: On attitudes and group dynamics in virtual realities. Paper presented at the ICA 2006, Dresden, Germany.
  • Nakamura, L.2000 Race In/For Cyberspace: Identity Tourism on the Internet. In The Cybercultures Reader. Bell, D., ed, , New York: Routledge Press.
  • Ondrejka, Cory 2004 Aviators, Moguls, Fashionistas and Barons: Economics and Ownership in Second Life. http://papers.ssrn.com/sol3/papers.cfm?abstract_id=614663, accessed March 23, 2008.
  • Plummer, K. 2001 Documents of life 2. London: Sage.
  • Postmes, T., and Spears, R. 2002 Behavior online: Does anonymous computer communication reduce gender inequality? In Personality & Social Psychology Bulletin, 28:1073-1083.
  • Postmes, T., Spears, R., and Lea, M. 2000 The formation of group norms in computer-mediated communication. In Human Communication Research, 26:341-371.
  • Rheingold, H. 1993 The Virtual Community: Homesteading on the Electronic Frontier. Reading MA: Addison.
  • Schroeder, R., ed. 2002 The social life of avatars. London: Springer-Verlag.
  • Scott, J. K., and Johnson,T. G. 2005 Bowling alone but online together: Social capital in e-communities. In Community Development: Journal of the Community Development Society, 36(1):1-18.
  • Shaughnessy, J. J. and Zechmeister, E. B. 1997 Research methods in psychology (4th ed.). New York: McGraw Hill.
  • Spradley, James P. 1979 The Ethnographic Interview. New York: Holt, Rinehart and Winston.
  • Steinkuehler, C. A. 2004 Learning in massively multiplayer online games. In Proceedings of the 6th International Conference of the Learning Sciences, Mahwah, NJ, USA. Kafai, Y. B., Sandoval, W. A., Enyedy, N., Nixon, A. S. & Herrera, F., eds, Pp 521-528.
  • Steinkuehler, C. A., and Williams, D. 2005 Where everybody knows your (screen) name: Online games as “third places.” Paper presented at DiGRA 2005:Worlds in Play,Annual Conference of the Digital Games Research Association,Vancouver, Canada.
  • Taylor, T. L. 2003 Multiple pleasures: Women and online gaming. In Convergence, 9(1):21-46.
  • Taylor, T. L., and Kolko, B. E. 2003 Boundary spaces: Majestic and the uncertain status of knowledge, community, and self in a digital age. In Information, Communication, & Society, 6:497-522.
  • Turkle, Sherry 1997 Life on the Screen: Identity in the Age of the Internet. New York.
  • Vorderer, P. and Bryant, J. 2006 Playing computer games - Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum.
  • Williams, Matthew 2007 Avatar watching: participant observation in graphical online environments. In Qualitative Research, 7;5-24.
  • Yee, Nick 2007 The Proteus Effect: Behavioral Modification via Transformations of Digital Self-Representation, PhD dissertation, Stanford University.
  • Yee, Nick 2006 The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments. In Presence: Teleoperators and Virtual Environments, 15:309-329.

4 Responses to “References: Ethical Standards in the Field of MMORPG Research”

  1. [...] Go back to part 3 here | for references - see here [...]

  2. [...] Go back to the paper abstract here | for references - see here [...]

  3. [...] Go back to part 1 here | for references - see here [...]

  4. [...] Go back to part 2 here | for references - see here [...]

Leave a Reply

You can use these XHTML tags: <a href="" title=""> <abbr title=""> <acronym title=""> <blockquote cite=""> <code> <em> <strong>