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Oskar Milik

Biographic Data

ID113247
NAMEOskar Milik
GIVEN NAMESOskar
FAMILY NAMEMilik
SIGNATUREMILIK O
AFFILIATIONSMichigan State University
VERIFIEDNo
TOTAL WORKS6
TOTAL CITATIONS1
AUTHOR COUNT6
EDITOR COUNT0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Focusing on Virtual Groups: A Method for Focus Group Interviews in Xr/Vr Group Settings

    Open Access•Oskar Milik, Oskar Tadeusz Milik et al.•ARTICLE•AoIR Selected Papers of Internet…•2025

    The art of Internet Research is always developing, while also firmly rooted in the theoretical frameworks of the past. As technologies have evolved over time, new ways of interacting have become pervasive, and with them, a need for a different means of analyzing such interactions. Through all of this change, internet researchers have discussed and developed effective methodologies to suit the needs of research. Significant work has been done on d…

  • Netnography

    Open Access•Oskar Milik, Oskar T Milik•OTHER•The Blackwell Encyclopedia of…•2025

    Netnography refers to a particular set of research methods and practices developed for digital systems and users of digital platforms. Netnography may consist of traditional methodologies, much like digital ethnography, but is differentiated by a greater use of other readily available data made possible by the growing use of smart devices and digital communications systems. With the ever increasing speed of technological development, social norms…

  • Virtual Sports

    Open Access•Oskar Milik, Oskar T Milik•OTHER•The Blackwell Encyclopedia of…•2024

    Virtual sports refer to digitalized systems, either in games or in simulations, that replicate the social experience, physical actions, and/or cognitive processes of a real‐world, or physical, sport. Between digital games and virtualized practice systems for players, these sports have been around since the 1970s. Over time, virtual sports have evolved into a variety of experiences, each with different connections to modern society. From casual ga…

  • Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games

    Open Access•Lisa Mendelman, Rabindra Ratan et al.•ARTICLE•Games and Culture•2019•References: 29

    This article examines how the embodied experience of contemporary avatar use overlaps with 19th-century American sentimental literature and cultural assumptions about gender and readerly identification in that period. Drawing on recent quantitative and qualitative research on avatar use and ongoing scholarship on nineteenth-century literature, we offer theoretical insights about the resonance between historical and contemporary understandings of …

  • Barbarians at the Imperium Gates: Organizational Culture and Change in EVE Online

    Open Access•Nick Webber, Oskar Milik•ARTICLE•Journal of Virtual Worlds Research•2018

    This article looks at organizational culture and identity of different organisations in EVE Online, using a combination of critical historical and ethnographic approaches. We argue that it is helpful to understand major organizations in EVE as analogous to early polities, in terms of the ways in which claims to leadership and power are demonstrated (for example through the writing of history). Yet, as we show, these organizations have strong cult…

  • Virtual Warlords: An Ethnomethodological View of Group Identity and Leadership in EVE Online

    Open Access•Oskar Milik•ARTICLE•Games and Culture•2017•Cited by: 1•References: 29

    EVE Online grants individuals the anonymity and freedom to act in any way they wish, going so far as to encourage and reward in-game criminal behavior toward other players. This design might lead some to expect anarchy within this digital universe. Instead, this virtual world is highly ordered, containing large organizations led by powerful leaders. To gain understanding of how such social structures operate, this project observes speeches made b…

  • Virtual Warlords: An Ethnomethodological View of Group Identity and Leadership in EVE Online

    Open Access•Oskar Milik•ARTICLE•Games and Culture•2017•Cited by: 1•References: 29

    EVE Online grants individuals the anonymity and freedom to act in any way they wish, going so far as to encourage and reward in-game criminal behavior toward other players. This design might lead some to expect anarchy within this digital universe. Instead, this virtual world is highly ordered, containing large organizations led by powerful leaders. To gain understanding of how such social structures operate, this project observes speeches made b…

  • Virtual Warlords: An Ethnomethodological View of Group Identity and Leadership in EVE Online

    Open Access•Oskar Milik•ARTICLE•Games and Culture•2017•Cited by: 1•References: 29

    EVE Online grants individuals the anonymity and freedom to act in any way they wish, going so far as to encourage and reward in-game criminal behavior toward other players. This design might lead some to expect anarchy within this digital universe. Instead, this virtual world is highly ordered, containing large organizations led by powerful leaders. To gain understanding of how such social structures operate, this project observes speeches made b…

  • Barbarians at the Imperium Gates: Organizational Culture and Change in EVE Online

    Open Access•Nick Webber, Oskar Milik•ARTICLE•Journal of Virtual Worlds Research•2018

    This article looks at organizational culture and identity of different organisations in EVE Online, using a combination of critical historical and ethnographic approaches. We argue that it is helpful to understand major organizations in EVE as analogous to early polities, in terms of the ways in which claims to leadership and power are demonstrated (for example through the writing of history). Yet, as we show, these organizations have strong cult…

  • Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games

    Open Access•Lisa Mendelman, Rabindra Ratan et al.•ARTICLE•Games and Culture•2019•References: 29

    This article examines how the embodied experience of contemporary avatar use overlaps with 19th-century American sentimental literature and cultural assumptions about gender and readerly identification in that period. Drawing on recent quantitative and qualitative research on avatar use and ongoing scholarship on nineteenth-century literature, we offer theoretical insights about the resonance between historical and contemporary understandings of …

  • Virtual Sports

    Open Access•Oskar Milik, Oskar T Milik•OTHER•The Blackwell Encyclopedia of…•2024

    Virtual sports refer to digitalized systems, either in games or in simulations, that replicate the social experience, physical actions, and/or cognitive processes of a real‐world, or physical, sport. Between digital games and virtualized practice systems for players, these sports have been around since the 1970s. Over time, virtual sports have evolved into a variety of experiences, each with different connections to modern society. From casual ga…

  • Focusing on Virtual Groups: A Method for Focus Group Interviews in Xr/Vr Group Settings

    Open Access•Oskar Milik, Oskar Tadeusz Milik et al.•ARTICLE•AoIR Selected Papers of Internet…•2025

    The art of Internet Research is always developing, while also firmly rooted in the theoretical frameworks of the past. As technologies have evolved over time, new ways of interacting have become pervasive, and with them, a need for a different means of analyzing such interactions. Through all of this change, internet researchers have discussed and developed effective methodologies to suit the needs of research. Significant work has been done on d…

  • Netnography

    Open Access•Oskar Milik, Oskar T Milik•OTHER•The Blackwell Encyclopedia of…•2025

    Netnography refers to a particular set of research methods and practices developed for digital systems and users of digital platforms. Netnography may consist of traditional methodologies, much like digital ethnography, but is differentiated by a greater use of other readily available data made possible by the growing use of smart devices and digital communications systems. With the ever increasing speed of technological development, social norms…

Computer Science (5 works) · Digital Games and Media (5 works) · Psychology (4 works) · Sociology (4 works) · Aesthetics (3 works) · Epistemology (2 works) · Identity (music (2 works) · Law (2 works) · Political science (2 works) · Public relations (2 works)

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