User description

Behavior in public places: Notes on the social organization of gatherings. New York: The Free Press.Ito, M. (2005, September) Intimate visual co-presence. Paper presented at the 2005 Ubiquitous Computing (UbiComp) Conference, Tokyo, Japan.Kraut, R. E., Gergle, D., & Fussell, S. R. (2002). The use of visual information in shared visual spaces: Informing the development of virtual co-presence. Paper presented at the 2002 Computer Supported Cooperative Work (CSCW) Conference, New Orleans, LA.Lee, Y. H., & Lin, H. (2011). Gaming is my work: Identity work in internet-hobbyist game workers.’. Work, Employment and Society, 25(3), 451-467.Lin, H., & Sun, C. T. (2011, September) A cyber diaspora in game world: Contact Experience and identity negotiation among Chinese and local players on Taiwanese world of warcraft servers. Paper presented at Digital Games Research Association (DiGRA) Conference, Utrecht, the Netherlands.MacCannell, D. (1989). The tourist: A New theory of the leisure class (2nd version). New York: Schocken Books.Pearce, C. (2009). Communities of play: Emergent cultures in multiplayer games and virtual worlds. Serverlist101 Cambridge, MA: MIT Press.Simon, B. (2006, September) Never playing alone: The social contextures of digital gaming. Paper presented at Canadian Games Study Association (CGSA) 2006 Symposium, Calgary, Canada.Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: Teleoperators & Virtual Environments, 8, 560-565.Smith, V. (1992). Introduction: The quest in quest. Annuals of Tourism Research, 19(1), 1-17.CrossRef Google ScholarTurner, V., & Turner, E. (1978). Image and pilgrimage in christian culture: Anthropological perspectives. Oxford: Basil Blackwell.Google ScholarUrry, J. (2002). The tourist gaze: Leisure and travel in contemporary societies (2nd edn). London: Sage Publications.