| Mia's Current Research |
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Hard Work is Rewarded This group project grew out of my Game Studies Group after reading Ian Bogost's Unit Operations. We're exploring the unit of "hard work" and how it's expressed in MMOs in particular, and what that has to say about a) how videogames (or at least MMOs) are different from other media, and b) how the concept of value gets played out in games. We're theorizing, outlining and developing a plan for action. |
Fan boys and Alpha moms: Studying launch coverage of the PlayStation 3 and Wii This paper
explores how mainstream newspapers covered the 'perfect storm' of the
PS3 & Wii launch. With expected shortages, long lines of 'crazy
fans,' and speculators selling consoles on eBay for 2-3 times their
retail price, coverage was interesting to say the least. My particular
interest, though, is how that coverage was gendered, particularly given
that although videogames' player base is widening, consoles remain the
most masculine of the formats. Data analyzing and writing underway.
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Fan-created content and 'value' With my
good friend Hector, we're exploring another way of conceptualizing the
'user-created content' that is all the hype these days. We're
interested in different ways to think about and measure the value of
that content, including a) just getting a grip on the volume that's out
there, and b) how value gets commodified by corporations, as well as c)
what that means for theory regarding fan content. Conceptualization
stage. |
American Otaku |
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| Gamer
Communication Online
We often
study the communicative systems of online games in a transparent
manner, assuming the text (or perhaps voice or visuals) is a simple
tool for helping us see what is 'really' going on. I'd like to theorize
deeper about the systems of communication we are drawing from, and in
particular thoughts about signal and noise, to ponder how lag, language
and lingo (among other factors) influence the gameplay experience, as
well as the research experience in online games. In heavy editing. |
Crunched by Passion I tackle
the notions of 'crunch time' and 'passion' as drivers of the digital
game industry, and question whether we should be encouraging women (or
anyone at all, really) to go into a workforce that can be so brutal in
its treatment of workers. Forthcoming in Beyond Barbie and Mortal Kombat,
MIT Press. |