Orientation in an online social space: the example of a game
This study of the social space formed around Mountyhall, an online game, takes as starting point not the distinction between 'real' and 'virtual' but the concrete circulation of participants. Focus is placed on the 'cosmopolitanism' of social webspaces and the alternati...
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Published in | Sociologie du travail (Paris) Vol. 50; no. 4; pp. 447 - 470 |
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Main Author | |
Format | Journal Article |
Language | French |
Published |
01.10.2008
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Subjects | |
Online Access | Get full text |
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Summary: | This study of the social space formed around Mountyhall, an online game, takes as starting point not the distinction between 'real' and 'virtual' but the concrete circulation of participants. Focus is placed on the 'cosmopolitanism' of social webspaces and the alternation between connected/unconnected. Crossing this case study with an analysis of statistics and graphs leads to formulating the notion of 'orientation principle' for explaining how participants themselves draw boundaries and label activities. Two 'orientation principles' are analyzed: the first one about time in relation to the game and the other about the geography of this online social space. All rights reserved, Elsevier |
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Bibliography: | ObjectType-Article-2 SourceType-Scholarly Journals-1 ObjectType-Feature-1 content type line 23 ObjectType-Article-1 ObjectType-Feature-2 |
ISSN: | 0038-0296 |
DOI: | 10.1016/j.soctra.2008.09.005 |