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» The Localization of Digital Games: A Case Study in China
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CSCW
2008
ACM
14 years 18 days ago
A hybrid cultural ecology: world of warcraft in China
We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraf...
Silvia Lindtner, Bonnie A. Nardi, Yang Wang 0005, ...
HICSS
2005
IEEE
191views Biometrics» more  HICSS 2005»
14 years 4 months ago
Business Models for Online Communities: The Case of the Virtual Worlds Industry in China
The rapid growth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the vi...
Ian MacInnes, Lili Hu
HICSS
2008
IEEE
146views Biometrics» more  HICSS 2008»
14 years 5 months ago
Exploring E-Commerce Readiness in China: The Case of the Grocery Industry
Electronic Commerce which enables business transactions to be conducted electronically has demonstrated significant operational and strategic benefits. Developed countries have ac...
Sherah Kurnia
CHI
2008
ACM
14 years 11 months ago
Human-Currency Interaction: learning from virtual currency use in China
What happens when the domains of HCI design and money intersect? This paper presents analyses from an ethnographic study of virtual currency use in China to discuss implications f...
Scott D. Mainwaring, Yang Wang 0005