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Jennifer deWinter

Datos Biográficos

ID5870258
NOMBREJennifer deWinter
NOMBRESJennifer
APELLIDOdeWinter
FIRMADEWINTER J
AFILIACIONESWorcester Polytechnic Institute
VERIFICADONo
TOTAL DE OBRAS6
TOTAL DE CITAS1
TOTAL COMO AUTOR5
TOTAL COMO EDITOR1
PRIMER AÑO DE PUBLICACIÓN2014
AÑO MÁS RECIENTE DE PUBLICACIÓN2018
ÍNDICE H1
  • Families, Friendship, and Feelings”

    Open Access•Michael Anthony DeAnda, Jennifer deWinter et al.•ARTICLE•The Journal of Popular Culture•2018•Citada por: 1•Referencias: 1

  • Gaming Representation

    Anna Everett, Braxton Soderman et al.•BOOK•Gaming Representation•2017

  • Computer Games and Technical Communication

    Jennifer deWinter, Ryan M Moeller•BOOK•Computer Games and Technical…•2016

    In a 2012 interview with Internet forum Big Think, John Seely Brown, drawing on the work of Huizinga and Juul, stirred up controversy across gaming communities and business publications by claiming that World of Warcraft (WoW) players were preferable job candidates to many professionals who possess Masters degrees in Business Administration. “I would rather hire a high-level World of Warcraft player than an MBA from Harvard,” announced Brown, who…

  • Video Game Policy

    Steven Conway, Jennifer deWinter•BOOK•Video Game Policy•2015

    Social networking games are embedded within the complex networks of online social networking spaces (Juul 2010, 20). They are not simple, mindless puzzle games but instead require sophisticated levels of information literacy and fluency from players. Based on the popular television series franchise CSI: Crime Scene Investigation (Zuiker 2000), CSI: Crime City is one of two social networking games offered by game developer Area/Code and distributo…

  • Video Games Around the World

    Ahmad Ahmadi, Toru Iwatani et al.•BOOK•Video Games Around the World•2015

    Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…

  • Taylorism 2.0

    Jennifer deWinter, Carly A Kocurek et al.•ARTICLE•Journal of Gaming & Virtual Worlds•2014

    By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor’s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour…

  • Families, Friendship, and Feelings”

    Open Access•Michael Anthony DeAnda, Jennifer deWinter et al.•ARTICLE•The Journal of Popular Culture•2018•Citada por: 1•Referencias: 1

  • Taylorism 2.0

    Jennifer deWinter, Carly A Kocurek et al.•ARTICLE•Journal of Gaming & Virtual Worlds•2014

    By making work seem more like leisure time, gamification and corporate training games serve as a mechanism for solving a range of problems and, significantly, of increasing productivity. This piece examines the implications of gamification as a means of productivity gains that extend Frederick Winslow Taylor’s principles of scientific management, or Taylorism. Relying on measurement and observation as a mechanism to collapse the domains of labour…

  • Video Game Policy

    Steven Conway, Jennifer deWinter•BOOK•Video Game Policy•2015

    Social networking games are embedded within the complex networks of online social networking spaces (Juul 2010, 20). They are not simple, mindless puzzle games but instead require sophisticated levels of information literacy and fluency from players. Based on the popular television series franchise CSI: Crime Scene Investigation (Zuiker 2000), CSI: Crime City is one of two social networking games offered by game developer Area/Code and distributo…

  • Video Games Around the World

    Ahmad Ahmadi, Toru Iwatani et al.•BOOK•Video Games Around the World•2015

    Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…

  • Computer Games and Technical Communication

    Jennifer deWinter, Ryan M Moeller•BOOK•Computer Games and Technical…•2016

    In a 2012 interview with Internet forum Big Think, John Seely Brown, drawing on the work of Huizinga and Juul, stirred up controversy across gaming communities and business publications by claiming that World of Warcraft (WoW) players were preferable job candidates to many professionals who possess Masters degrees in Business Administration. “I would rather hire a high-level World of Warcraft player than an MBA from Harvard,” announced Brown, who…

  • Gaming Representation

    Anna Everett, Braxton Soderman et al.•BOOK•Gaming Representation•2017

  • Families, Friendship, and Feelings”

    Open Access•Michael Anthony DeAnda, Jennifer deWinter et al.•ARTICLE•The Journal of Popular Culture•2018•Citada por: 1•Referencias: 1

Computer Science (4 obras) · Digital Games and Media (3 obras) · Law (3 obras) · Political science (3 obras) · Sociology (3 obras) · Video games (3 obras) · Business (2 obras) · Economics (2 obras) · Media studies (2 obras) · Multimedia (2 obras)

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