Ed Castronova offers insights into the rise of virtual identities through online games and raises questions about the future of interpersonal communication.
Teens, Video Games and Time Use
An article in the Archives of Pediatrics and Adolescent Medicine asks how adolescents spent their time, specifically looking at gaming in relation to other online and offline activities, and the relationship between time spent in various ac…
Online gaming in China
Watching the online gamers in China
Internet ferment in China
In China, how three big issues — digital divides, internet cafes, and online games — are spilling into each other.
Let the games begin: Gaming technology and college students
This is a report of a study of college studentsâ€™ use of electronic, video and online games. Seventy percent of college students surveyed reported playing games at least once in a while. The academic and social impacts of gaming are discussed.