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Tracy L M Kennedy

Datos Biográficos

ID235203
NOMBRETracy L M Kennedy
NOMBRESTracy L M
APELLIDOKennedy
FIRMAKENNEDY T L M
AFILIACIONESUniversity of Toronto
VERIFICADONo
TOTAL DE OBRAS3
TOTAL DE CITAS9
TOTAL COMO AUTOR3
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2006
AÑO MÁS RECIENTE DE PUBLICACIÓN2011
ÍNDICE H1
  • Behind the Avatar

    Open Access•Dmitri Williams, Tracy Kennedy et al.•ARTICLE•Games and Culture•2011•Citada por: 9•Referencias: 30

    A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players …

  • The Networked Household

    Tracy Kennedy, Tracy L M Kennedy et al.•ARTICLE•Information Communication & Society•2007

    We argue that individuals, rather than family solidarities, have become the primary unit of household connectivity. Many households do not operate as traditional densely-knit groups but as more sparsely-knit social networks where individuals juggle their somewhat separate agendas and schedules. At a time when many people enact multiple, individual roles at home, in the community and at work, we ask: how do adult household members communicate with…

  • The interplay of public and private spaces in internet access

    Ana Viseu, Andrew Clement et al.•ARTICLE•Information Communication & Society•2006

    The creation of public internet access facilities is one of the principal policy instruments adopted by governments in addressing ‘digital divide ’ issues. The lack of plans for ongoing funding, in North America at least, suggests that this mode is regarded mainly as transitional, with private, home-based access being perceived as superior. The assumption apparently is that as domestic internet penetration rates rise, public access facilities wil…

  • Behind the Avatar

    Open Access•Dmitri Williams, Tracy Kennedy et al.•ARTICLE•Games and Culture•2011•Citada por: 9•Referencias: 30

    A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players …

  • The interplay of public and private spaces in internet access

    Ana Viseu, Andrew Clement et al.•ARTICLE•Information Communication & Society•2006

    The creation of public internet access facilities is one of the principal policy instruments adopted by governments in addressing ‘digital divide ’ issues. The lack of plans for ongoing funding, in North America at least, suggests that this mode is regarded mainly as transitional, with private, home-based access being perceived as superior. The assumption apparently is that as domestic internet penetration rates rise, public access facilities wil…

  • The Networked Household

    Tracy Kennedy, Tracy L M Kennedy et al.•ARTICLE•Information Communication & Society•2007

    We argue that individuals, rather than family solidarities, have become the primary unit of household connectivity. Many households do not operate as traditional densely-knit groups but as more sparsely-knit social networks where individuals juggle their somewhat separate agendas and schedules. At a time when many people enact multiple, individual roles at home, in the community and at work, we ask: how do adult household members communicate with…

  • Behind the Avatar

    Open Access•Dmitri Williams, Tracy Kennedy et al.•ARTICLE•Games and Culture•2011•Citada por: 9•Referencias: 30

    A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and identity formation. Drawing on unobtrusive behavioral data captured by the game, combined with a large survey and traditional ethnographic methods, the study found that role players both negotiate identity and use their time online as a moratorium for their offline lives. Descriptive results showed that role players …

Computer Science (3 obras) · Business (2 obras) · Aesthetics (1 obras) · Avatar (1 obras) · Digital Economy and Work Transformation (1 obras) · Digital Games and Media (1 obras) · Ethnography (1 obras) · ICT Impact and Policies (1 obras) · ICT in Developing Communities (1 obras) · Identity (music (1 obras)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae