Browse Items (6 total)

zmac016.pdf
Virtual environments (VEs) provide novel ways for users to experience computer generated people and places, which can be used by researchers

to examine and reduce racial bias. However, unless researchers consider the systemtic structures of racial…

zmac025.pdf
This article elucidates adolescent digital disconnection through the lens of narrative identity development to answer the research question:
“How do adolescent disconnection experiences play into ongoing identity development processes?” The study…

zmac022.pdf
People increasingly turn to news on mobile devices, often while out and about, attending to daily tasks. Yet, we know little about whether atten-
tion to and learning from information on a mobile differs by the setting of use. This study builds on…

zmac018.pdf
By performing actions such as “liking” a post, commenting on it, or sharing it with others, we are constantly expressing our opinions about ongo-
ing news and public affairs on online media platforms. How do these acts of expression affect our…

zmac017.pdf
Understanding factors that predict toxic and prosocial behavior in massively multiplayer online (MMO) games has drawn a great deal of scholarly

attention. Prior work on this topic has primarily focused on individual and technological factors while…

zmac019.pdf
In this article, we introduce an affordance-orientated approach for the study of digital possessions. We identify affordances as a source of value
for digital possessions and argue that dominant meaning-orientated approaches do not enable us to…
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