منابع مشابه
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Despite the increasing popularity in the academic and practical fields of digital gaming, little has been explored and documented about gaming experience, especially firsthand account. This study uses Bruno Latour's concept of the Thing while investigating digital gaming experience from frequent gamers' standpoint using focus groups methodology. Additionally in-depth interviews were conducted w...
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Time series data show that nations do not get happier over time as they get richer. In contrast, happiness is positively correlated with individual income within a given country at any point in time; the rich generally report greater happiness than the poor. This, the socalled Easterlin paradox, named after the doyen of happiness studies, Richard Easterlin, is also discussed at length in the ha...
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This commentary reviews the existing research literature concerning support for talking about objects in mediated communication, drawing three conclusions: (a) speech alone is often sufficient for effective conversations; (b) visual information about work objects is generally more valuable than visual information about work participants; and (c) disjoint visual perspectives can undermine commun...
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The Internet of Things (IoT) describes the interconnection of objects (or Things) for various purposes including identification, communication, sensing, and data collection. “Things” in this context range from traditional computing devices like Personal Computers (PC) to general household objects embedded with capabilities for sensing and/or communication through the use of technologies such as...
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ژورنال
عنوان ژورنال: Cultural Studies Review
سال: 2013
ISSN: 1837-8692,1446-8123
DOI: 10.5130/csr.v10i2.3506