Kelly Bergstrom
Datos Biográficos
| ID | 136805 |
|---|---|
| NOMBRE | Kelly Bergstrom |
| NOMBRES | Kelly |
| APELLIDO | Bergstrom |
| FIRMA | BERGSTROM K |
| AFILIACIONES | University of Hawaiʻi at Mānoa |
| ORCID | 0000-0002-4947-7980 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 21 |
| TOTAL DE CITAS | 18 |
| TOTAL COMO AUTOR | 21 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2009 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2023 |
| ÍNDICE H | 3 |
The multiple-level framework of developmental dyslexia
Developmental dyslexia is a neurodevelopmental disorder characterized by an unexpected impairment in literacy acquisition leading to specific poor academic achievement and possible secondary symptoms. The multi-level framework of developmental dyslexia considers five levels of a causal pathway on which a given genotype is expressed and hierarchically transmitted from one level to the next under the increasing influence of individual learning-rele…
Developmental dyslexia and culture
Developmental dyslexia is recognized worldwide. However, there are cultural differences between countries in dyslexia-related issues, including assessment practices and intervention. Language and orthography are essential cultural factors that influence both literacy acquisition and the possible manifestation of developmental dyslexia. These differences in orthographies impose different culturally specific demands on cognitive processes involved …
When a door becomes a window
Despite a growing interest in its labour conditions, research about the games industry remains constrained by the streetlight effect. Non-disclosure and non-disparagement agreements, or HR blocking access for embedded research, are examples of how the industry can shield itself from outside view. Furthermore, when access is granted, researchers might find themselves constrained by their own timelines (tenure clocks, graduation deadlines, etc.) th…
Signaling the Intent to Change Online Communities
This study builds on existing research about churn and community movement, examining if language use on Reddit can be used to determine if people signal their intent to relocate to a new community before they actually do so. Using a computational and semantic approach, we studied the subreddits for the game series Fallout at the time Fallout 76 ( FO76) was released to see if the users of the Fallout 4 ( FO4) subreddit signaled how they would reac…
What Is Behind the (Glass)door? Examining Toxic Workplace Cultures via an Employment Review Site
Launched in 2008 as a site to collect the anonymous perspectives of current and former employees as well as their self-reported salaries, Glassdoor.com has grown to be a top destination for American job seekers wanting to learn more about the work environment of particular companies. Using reviewed posted by current and former Riot Games employees (the developer behind League of Legends) as a case study, I argue that Glassdoor is an easily access…
Functional illiteracy and developmental dyslexia
A considerable amount of the population in more economically developed countries are functionally illiterate (i.e., low literate). Despite some years of schooling and basic reading skills, these individuals cannot properly read and write and, as a consequence have problems to understand even short texts. An often-discussed approach (Greenberg et al. 1997) assumes weak phonological processing skills coupled with untreated developmental dyslexia as…
Reddit Gaming Communities During Times of Transition
We studied the Reddit communities for three game franchises at the time of a new release in each franchise to see what the members of the Reddit community for the now-older game would do in terms of their community involvement and membership. Specifically, we sought to determine if community members transitioned to the community for a new game, leaving behind their established community devoted to the now-older game. Our main finding was that mos…
What Can “Why I Left Buzzfeed” Vlogs Teach Us About Invisible Labour
In this paper I explore the growing trend of posting videos to YouTube to explain the reasons for why an individual has quit their job, detailing a collection of 10 vlogs posted by 11 former BuzzFeed employees to explain their reasons for leaving the company. I argue that the vlogs made by ex-employees are a deliberate attempt to expose the invisible labour that is prevalent in the post-Internet media industry. By posting “Why I Left” vlogs, form…
Reddit's Communities & Consequences
As a platform, Reddit provides a bit of a conundrum. Despite being visited by more people than Netflix and remaining one of the most visited spaces on the web, it remains extraordinarily resistant to generalization. Some of the worst of Internet culture can be found on the site. It has served to amplify the voices of misogynists, supported vigilantism, and hosted child pornography. At the same time, some of the more civil conversations and learni…
Destruction as Deviant Leisure in EVE Online
In this article, I argue for the inclusion of ‘deviant leisure’—a concept borrowed from the neighboring field of Leisure Studies—to provide Game Studies with a more robust theoretical toolkit to examine negative player-to-player interactions within online gameworlds. As a means of adding additional vocabulary to describe norms violating behavior, this article uses the Massively Multiplayer Online Game EVE Online as a case study to demonstrate how…
Searching for the stairway to heaven
Outdoor enthusiasts are increasingly using the Internet to discover ‘hidden gem’ activities to undertake while on vacation. Increased foot traffic in off-limit areas and an uptick in the number of distress calls made by injured tourists have led journalists and local authorities to posit that images and videos posted on social media may entice people to trespass and/or undertake physical activities that are more dangerous than they appear in phot…
Effects of computerized grapho-phonological training on literacy acquisition and vocabulary knowledge in children with an immigrant background learning German as L2
As a consequence of globalization and migration, the number of children receiving literacy instruction in their second language (L2) is high and still increasing. Therefore, teachers need instruction methods that are effective in both L1 and L2 learners. Here, we investigate the effectiveness of a computerized training program combining phoneme perception, phonological awareness, and systematic phonics, in a sample of second-graders (N = 26) inst…
Moving Beyond Churn
Social network games (SNGs) are genre of casual games that require being logged into a social networking site (e.g., Facebook) to access the gameworld. To date, investigations of these games are typically focused on the rate of attrition or "churn," reinforcing the idea that SNG players exist to make the developer money rather than participating in a game they derive pleasure from. Seeking to recenter the player in research about SNGs, this artic…
Barriers to play
Playing a digital game is considered to be a leisure activity; therefore playing or not playing is typically viewed as an autonomous choice motivated by individual preferences for how one spends their time not occupied by other obligations. While a growing body of interventionist literature documents new entry points for girls and women into playing or making games, investigations are primarily focused on joining rather than why someone might ult…
Virtually Together
Massively Multiplayer Online Games (MMOGs) have been a fruitful venue to study social interactions ranging from small temporary groups, to larger more permanent in-game social collectives such as guilds or clans. Much of this literature is focused on strangers becoming friends through MMOG play; comparatively, little is known about gameplay-based interactions between pre-existing romantic couples. To address that gap, this paper describes the met…
Temporary Break or Permanent Departure? Rethinking What It Means to Quit EVE Online
To date, much of the research about massively multiplayer online games (MMOGs) and the people who play them has focused on studies of current players. Comparatively, little is known about why players quit. Rather than assuming MMOG play begins and ends with personal interest, this article uses a leisure studies framework to account for barriers and participation to play. Drawing on survey responses from 133 former EVE Online players, this article…
First and Second Language Acquisition in German Children Attending a Kindergarten Immersion Program
This study investigated first (L1) and second (L2) language acquisition in two age-matched groups of 2- to 6-year-old kindergarten children over the course of 2.5 years. The immersion group participated in a partial English immersion program whereas the conventional instruction group received a conventional L2 course (30 minutes per week); the groups were comparable with respect to control variables (e.g., socioeconomic status). L1 and L2 compete…
Alienated Playbour
This article explores the play practices of EVE Online industrialists: those primarily responsible for generating the materials and equipment that drive the game's robust economy. Applying the concept of "immaterial labor" to this underattended aspect of the EVE community, we consider the range of communicative and informational artifacts and activities industrialists enact in support of their involvement in the game-work that happens both in gam…
Deadly Fever
Don’t feed the troll”
While many online communities have explicit codes of conduct that one must follow in order to participate, there are often many “unwritten rules” or community expectations that users are expected to abide by. In this case study of www.reddit.com, a news aggregate Web site whose affordances seem to imply a transient and fluid approach to online identity, I outline an example of a community member (known as “Grandpa Wiggly”) who ran afoul of commun…
Verbal predicates foster conscious recollection but not familiarity of a task-irrelevant perceptual feature – An ERP study
Moving Beyond Churn
Social network games (SNGs) are genre of casual games that require being logged into a social networking site (e.g., Facebook) to access the gameworld. To date, investigations of these games are typically focused on the rate of attrition or "churn," reinforcing the idea that SNG players exist to make the developer money rather than participating in a game they derive pleasure from. Seeking to recenter the player in research about SNGs, this artic…
Barriers to play
Playing a digital game is considered to be a leisure activity; therefore playing or not playing is typically viewed as an autonomous choice motivated by individual preferences for how one spends their time not occupied by other obligations. While a growing body of interventionist literature documents new entry points for girls and women into playing or making games, investigations are primarily focused on joining rather than why someone might ult…
Alienated Playbour
This article explores the play practices of EVE Online industrialists: those primarily responsible for generating the materials and equipment that drive the game's robust economy. Applying the concept of "immaterial labor" to this underattended aspect of the EVE community, we consider the range of communicative and informational artifacts and activities industrialists enact in support of their involvement in the game-work that happens both in gam…
Effects of computerized grapho-phonological training on literacy acquisition and vocabulary knowledge in children with an immigrant background learning German as L2
As a consequence of globalization and migration, the number of children receiving literacy instruction in their second language (L2) is high and still increasing. Therefore, teachers need instruction methods that are effective in both L1 and L2 learners. Here, we investigate the effectiveness of a computerized training program combining phoneme perception, phonological awareness, and systematic phonics, in a sample of second-graders (N = 26) inst…
The multiple-level framework of developmental dyslexia
Developmental dyslexia is a neurodevelopmental disorder characterized by an unexpected impairment in literacy acquisition leading to specific poor academic achievement and possible secondary symptoms. The multi-level framework of developmental dyslexia considers five levels of a causal pathway on which a given genotype is expressed and hierarchically transmitted from one level to the next under the increasing influence of individual learning-rele…
Reddit Gaming Communities During Times of Transition
We studied the Reddit communities for three game franchises at the time of a new release in each franchise to see what the members of the Reddit community for the now-older game would do in terms of their community involvement and membership. Specifically, we sought to determine if community members transitioned to the community for a new game, leaving behind their established community devoted to the now-older game. Our main finding was that mos…
Searching for the stairway to heaven
Outdoor enthusiasts are increasingly using the Internet to discover ‘hidden gem’ activities to undertake while on vacation. Increased foot traffic in off-limit areas and an uptick in the number of distress calls made by injured tourists have led journalists and local authorities to posit that images and videos posted on social media may entice people to trespass and/or undertake physical activities that are more dangerous than they appear in phot…
Verbal predicates foster conscious recollection but not familiarity of a task-irrelevant perceptual feature – An ERP study
Don’t feed the troll”
While many online communities have explicit codes of conduct that one must follow in order to participate, there are often many “unwritten rules” or community expectations that users are expected to abide by. In this case study of www.reddit.com, a news aggregate Web site whose affordances seem to imply a transient and fluid approach to online identity, I outline an example of a community member (known as “Grandpa Wiggly”) who ran afoul of commun…
Deadly Fever
Alienated Playbour
This article explores the play practices of EVE Online industrialists: those primarily responsible for generating the materials and equipment that drive the game's robust economy. Applying the concept of "immaterial labor" to this underattended aspect of the EVE community, we consider the range of communicative and informational artifacts and activities industrialists enact in support of their involvement in the game-work that happens both in gam…
First and Second Language Acquisition in German Children Attending a Kindergarten Immersion Program
This study investigated first (L1) and second (L2) language acquisition in two age-matched groups of 2- to 6-year-old kindergarten children over the course of 2.5 years. The immersion group participated in a partial English immersion program whereas the conventional instruction group received a conventional L2 course (30 minutes per week); the groups were comparable with respect to control variables (e.g., socioeconomic status). L1 and L2 compete…
Virtually Together
Massively Multiplayer Online Games (MMOGs) have been a fruitful venue to study social interactions ranging from small temporary groups, to larger more permanent in-game social collectives such as guilds or clans. Much of this literature is focused on strangers becoming friends through MMOG play; comparatively, little is known about gameplay-based interactions between pre-existing romantic couples. To address that gap, this paper describes the met…
Temporary Break or Permanent Departure? Rethinking What It Means to Quit EVE Online
To date, much of the research about massively multiplayer online games (MMOGs) and the people who play them has focused on studies of current players. Comparatively, little is known about why players quit. Rather than assuming MMOG play begins and ends with personal interest, this article uses a leisure studies framework to account for barriers and participation to play. Drawing on survey responses from 133 former EVE Online players, this article…
Barriers to play
Playing a digital game is considered to be a leisure activity; therefore playing or not playing is typically viewed as an autonomous choice motivated by individual preferences for how one spends their time not occupied by other obligations. While a growing body of interventionist literature documents new entry points for girls and women into playing or making games, investigations are primarily focused on joining rather than why someone might ult…
Moving Beyond Churn
Social network games (SNGs) are genre of casual games that require being logged into a social networking site (e.g., Facebook) to access the gameworld. To date, investigations of these games are typically focused on the rate of attrition or "churn," reinforcing the idea that SNG players exist to make the developer money rather than participating in a game they derive pleasure from. Seeking to recenter the player in research about SNGs, this artic…
What Can “Why I Left Buzzfeed” Vlogs Teach Us About Invisible Labour
In this paper I explore the growing trend of posting videos to YouTube to explain the reasons for why an individual has quit their job, detailing a collection of 10 vlogs posted by 11 former BuzzFeed employees to explain their reasons for leaving the company. I argue that the vlogs made by ex-employees are a deliberate attempt to expose the invisible labour that is prevalent in the post-Internet media industry. By posting “Why I Left” vlogs, form…
Reddit's Communities & Consequences
As a platform, Reddit provides a bit of a conundrum. Despite being visited by more people than Netflix and remaining one of the most visited spaces on the web, it remains extraordinarily resistant to generalization. Some of the worst of Internet culture can be found on the site. It has served to amplify the voices of misogynists, supported vigilantism, and hosted child pornography. At the same time, some of the more civil conversations and learni…
Destruction as Deviant Leisure in EVE Online
In this article, I argue for the inclusion of ‘deviant leisure’—a concept borrowed from the neighboring field of Leisure Studies—to provide Game Studies with a more robust theoretical toolkit to examine negative player-to-player interactions within online gameworlds. As a means of adding additional vocabulary to describe norms violating behavior, this article uses the Massively Multiplayer Online Game EVE Online as a case study to demonstrate how…
Searching for the stairway to heaven
Outdoor enthusiasts are increasingly using the Internet to discover ‘hidden gem’ activities to undertake while on vacation. Increased foot traffic in off-limit areas and an uptick in the number of distress calls made by injured tourists have led journalists and local authorities to posit that images and videos posted on social media may entice people to trespass and/or undertake physical activities that are more dangerous than they appear in phot…
Effects of computerized grapho-phonological training on literacy acquisition and vocabulary knowledge in children with an immigrant background learning German as L2
As a consequence of globalization and migration, the number of children receiving literacy instruction in their second language (L2) is high and still increasing. Therefore, teachers need instruction methods that are effective in both L1 and L2 learners. Here, we investigate the effectiveness of a computerized training program combining phoneme perception, phonological awareness, and systematic phonics, in a sample of second-graders (N = 26) inst…
What Is Behind the (Glass)door? Examining Toxic Workplace Cultures via an Employment Review Site
Launched in 2008 as a site to collect the anonymous perspectives of current and former employees as well as their self-reported salaries, Glassdoor.com has grown to be a top destination for American job seekers wanting to learn more about the work environment of particular companies. Using reviewed posted by current and former Riot Games employees (the developer behind League of Legends) as a case study, I argue that Glassdoor is an easily access…
Functional illiteracy and developmental dyslexia
A considerable amount of the population in more economically developed countries are functionally illiterate (i.e., low literate). Despite some years of schooling and basic reading skills, these individuals cannot properly read and write and, as a consequence have problems to understand even short texts. An often-discussed approach (Greenberg et al. 1997) assumes weak phonological processing skills coupled with untreated developmental dyslexia as…
Reddit Gaming Communities During Times of Transition
We studied the Reddit communities for three game franchises at the time of a new release in each franchise to see what the members of the Reddit community for the now-older game would do in terms of their community involvement and membership. Specifically, we sought to determine if community members transitioned to the community for a new game, leaving behind their established community devoted to the now-older game. Our main finding was that mos…
When a door becomes a window
Despite a growing interest in its labour conditions, research about the games industry remains constrained by the streetlight effect. Non-disclosure and non-disparagement agreements, or HR blocking access for embedded research, are examples of how the industry can shield itself from outside view. Furthermore, when access is granted, researchers might find themselves constrained by their own timelines (tenure clocks, graduation deadlines, etc.) th…
Signaling the Intent to Change Online Communities
This study builds on existing research about churn and community movement, examining if language use on Reddit can be used to determine if people signal their intent to relocate to a new community before they actually do so. Using a computational and semantic approach, we studied the subreddits for the game series Fallout at the time Fallout 76 ( FO76) was released to see if the users of the Fallout 4 ( FO4) subreddit signaled how they would reac…
The multiple-level framework of developmental dyslexia
Developmental dyslexia is a neurodevelopmental disorder characterized by an unexpected impairment in literacy acquisition leading to specific poor academic achievement and possible secondary symptoms. The multi-level framework of developmental dyslexia considers five levels of a causal pathway on which a given genotype is expressed and hierarchically transmitted from one level to the next under the increasing influence of individual learning-rele…
Developmental dyslexia and culture
Developmental dyslexia is recognized worldwide. However, there are cultural differences between countries in dyslexia-related issues, including assessment practices and intervention. Language and orthography are essential cultural factors that influence both literacy acquisition and the possible manifestation of developmental dyslexia. These differences in orthographies impose different culturally specific demands on cognitive processes involved …
Political science (12 obras) · Psychology (12 obras) · Sociology (12 obras) · Computer Science (11 obras) · Digital Games and Media (10 obras) · Public relations (10 obras) · Business (9 obras) · Internet privacy (7 obras) · Law (7 obras) · Advertising (6 obras)