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Place of the game within everyday life were raised. Issues such as identity or impression management, creativity and the More generally-for example, Crawford et al., 2011 Apperley, 2010). 'within the game' (a point also made elsewhere about games Our wider networks, but also led to reflection about the need toĬonsider social games more broadly-considering more than simply These differences not onlyĪffected the look of our games, and the broadcasting of our game play to Virtual game environments quite differently. Ourselves in different ways, and we constructed and navigated our Larger social environment/ network (particularly salient to thisĪrticle)-were notably different. We presented ourselves as players in this environment-and indeed to our Playing the same games, some of the ways we played and the ways in which Playing, engaged in by myself and my colleagues. One of the things that struck me very early on was theĭifferent types of play practices and presentations of this play, and of Games daily, and individually writing down our experiences and Involved a period of roughly three months playing a number of these (alternately called social network games). Were investigating a number of facets of online social games
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The researchers (myself and another colleague) This genesis of this exploratory article lies in auto-ethnographicĪnd participant observations (Ellis et al., 2010) collated during a (Lien, 2012, quoting Mitch Zamara, a senior designer at Kind of their own little private sanctuary where they can be in control I've heard the analogy that games like FarmVille orįrontierVille are almost like a mini zen garden for people. APA style: Social games as partial platforms for identity co-creation.Social games as partial platforms for identity co-creation." Retrieved from
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