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Rosa Mikeal Martey

Biographic Data

ID175086
NAMERosa Mikeal Martey
GIVEN NAMESRosa Mikeal
FAMILY NAMEMartey
SIGNATUREMARTEY R M
AFFILIATIONSColorado State University
VERIFIEDNo
TOTAL WORKS9
TOTAL CITATIONS21
AUTHOR COUNT9
EDITOR COUNT0
FIRST PUBLICATION YEAR2007
LATEST PUBLICATION YEAR2021
H-INDEX3
  • Flexible versus structured support for reasoning: Enhancing analytical reasoning through a flexible analytic technique

    Jennifer Stromer‐galley, Patrícia Rossini et al.•ARTICLE•Intelligence & National Security•2021

    Structured analytic techniques (SATs) help the intelligence community reduce flaws in cognition that lead to faulty reasoning. To ascertain whether SATs provide benefits to reasoning we conducted an experiment within a web-based application, comparing three conditions: 1) unaided reasoning, 2) a prototypical order-based SAT and 3) a flexible, process-based SAT that we call TRACE. Our findings suggest that the more flexible SAT generated higher qu…

  • Put on Your Game Face: Designing the Researcher Presence In immersive Digital Environments

    Open Access•Jaime Banks, Rosa Mikeal Martey•ARTICLE•Journal of Virtual Worlds Research•2016

    Researchers’ appearance and behavior may influence study participants’ thoughts, feelings, and behaviors during in-person data collection. However, investigators in online settings can manage this influence by leveraging platform affordances to craft purposeful, scripted presences. We argue for a revisioning of approaches to researcher presence in immersive digital environments. In particular, we draw on the metaphor of a video game non-player ch…

  • Balancing Play and Formal Training in the Design of Serious Games

    Open Access•Rosa Mikeal Martey, Jennifer Stromer‐galley et al.•ARTICLE•Games and Culture•2016•References: 3

    This article discusses the design and development of two serious games intended to train people to reduce their reliance on cognitive biases in their decision-making in less than an hour each. In our development process, we found a tension between rich and flexible experimentation and exploration experiences and robust learning experiences that ensured the lesson content was easily understood and recalled. In line with game-based learning researc…

  • The strategic female: Gender-switching and player behavior in online games

    Rosa Mikeal Martey, Jennifer Stromer-Galley et al.•ARTICLE•Information Communication & Society•2014

    As players craft and enact identities in digital games, the relationship between player and avatar gender remains unclear. This study examines how 11 in-game chat, movement, and appearance behaviors differed by gender and by men who did and did not use a female avatar – or ‘gender-switchers’. Drawing on social role and feminist theories of gender, we argue that gender differences in behavior align with the social roles and norms that establish ap…

  • Communicating age in Second Life: The contributions of textual and visual factors

    Open Access•Rosa Mikeal Martey, Jennifer Stromer‐galley et al.•ARTICLE•New Media & Society•2013•References: 12

    Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approaches to group communication emphasize the importance of non-linguistic factors such as appearance and …

  • Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life

    Rosa Mikeal Martey, M Consalvo•ARTICLE•Popular Communication•2011•Cited by: 10•References: 9

    This article explores avatar appearance of 211 individuals in the virtual world Second Life (SL). Through analysis of observations, online interviews, and a survey, it examines the ways that players use avatars to perform self contextualized by group identities, from gender, race, and sexuality to specific communities, such as furries or role players. Drawing on literature from fashion and dress, we examine how players choose avatar appearance in…

  • Find More, Do More, Reveal Less: Women's strategies for navigating gendered contexts online

    Rosa Mikeal Martey•ARTICLE•Information Communication & Society•2010

    Understanding the relationship between gender and technology demands more than simply tracking the numbers of women and men online or lists of their activities. Gender theorists call for more research into how and why women perform certain online activities, emphasizing the role of identity and the importance of context on perceptions and behavior. In order to examine the influence of gender in everyday online activities, this project examines wo…

  • Visual spaces, norm governed places: The influence of spatial context online

    Open Access•Jennifer Stromer‐galley, Rosa Mikeal Martey•ARTICLE•New Media & Society•2009•Cited by: 7•References: 13

    Current theories of social interaction and normative influence in Computer-Mediated Communication were developed in the era of the internet predominated by text-based interaction. With the growth of visual-spatial worlds like Second Life, these theories need to be re-examined. The evolution of thinking about social norms online has moved from a mechanistic view to a systems view of humans and communication technology intertwined in a complex rela…

  • The Digital Dollhouse: Context and Social Norms in The Sims Online

    Open Access•Rosa Mikeal Martey, Jennifer Stromer-Galley et al.•ARTICLE•Games and Culture•2007•Cited by: 4•References: 27

    This article investigates the relationships between norms and the rich visual environment of the multiplayer game The Sims Online (TSO). Literature suggests that people exhibit normative behavior in online environments. The complex actions and interactions possible with the game's avatars and a minimal game structure make TSO an evocative online space in which to examine social interaction. Through participation and observation, we examined conve…

  • Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life

    Rosa Mikeal Martey, M Consalvo•ARTICLE•Popular Communication•2011•Cited by: 10•References: 9

    This article explores avatar appearance of 211 individuals in the virtual world Second Life (SL). Through analysis of observations, online interviews, and a survey, it examines the ways that players use avatars to perform self contextualized by group identities, from gender, race, and sexuality to specific communities, such as furries or role players. Drawing on literature from fashion and dress, we examine how players choose avatar appearance in…

  • Visual spaces, norm governed places: The influence of spatial context online

    Open Access•Jennifer Stromer‐galley, Rosa Mikeal Martey•ARTICLE•New Media & Society•2009•Cited by: 7•References: 13

    Current theories of social interaction and normative influence in Computer-Mediated Communication were developed in the era of the internet predominated by text-based interaction. With the growth of visual-spatial worlds like Second Life, these theories need to be re-examined. The evolution of thinking about social norms online has moved from a mechanistic view to a systems view of humans and communication technology intertwined in a complex rela…

  • The Digital Dollhouse: Context and Social Norms in The Sims Online

    Open Access•Rosa Mikeal Martey, Jennifer Stromer-Galley et al.•ARTICLE•Games and Culture•2007•Cited by: 4•References: 27

    This article investigates the relationships between norms and the rich visual environment of the multiplayer game The Sims Online (TSO). Literature suggests that people exhibit normative behavior in online environments. The complex actions and interactions possible with the game's avatars and a minimal game structure make TSO an evocative online space in which to examine social interaction. Through participation and observation, we examined conve…

  • The Digital Dollhouse: Context and Social Norms in The Sims Online

    Open Access•Rosa Mikeal Martey, Jennifer Stromer-Galley et al.•ARTICLE•Games and Culture•2007•Cited by: 4•References: 27

    This article investigates the relationships between norms and the rich visual environment of the multiplayer game The Sims Online (TSO). Literature suggests that people exhibit normative behavior in online environments. The complex actions and interactions possible with the game's avatars and a minimal game structure make TSO an evocative online space in which to examine social interaction. Through participation and observation, we examined conve…

  • Visual spaces, norm governed places: The influence of spatial context online

    Open Access•Jennifer Stromer‐galley, Rosa Mikeal Martey•ARTICLE•New Media & Society•2009•Cited by: 7•References: 13

    Current theories of social interaction and normative influence in Computer-Mediated Communication were developed in the era of the internet predominated by text-based interaction. With the growth of visual-spatial worlds like Second Life, these theories need to be re-examined. The evolution of thinking about social norms online has moved from a mechanistic view to a systems view of humans and communication technology intertwined in a complex rela…

  • Find More, Do More, Reveal Less: Women's strategies for navigating gendered contexts online

    Rosa Mikeal Martey•ARTICLE•Information Communication & Society•2010

    Understanding the relationship between gender and technology demands more than simply tracking the numbers of women and men online or lists of their activities. Gender theorists call for more research into how and why women perform certain online activities, emphasizing the role of identity and the importance of context on perceptions and behavior. In order to examine the influence of gender in everyday online activities, this project examines wo…

  • Performing the Looking-Glass Self: Avatar Appearance and Group Identity in Second Life

    Rosa Mikeal Martey, M Consalvo•ARTICLE•Popular Communication•2011•Cited by: 10•References: 9

    This article explores avatar appearance of 211 individuals in the virtual world Second Life (SL). Through analysis of observations, online interviews, and a survey, it examines the ways that players use avatars to perform self contextualized by group identities, from gender, race, and sexuality to specific communities, such as furries or role players. Drawing on literature from fashion and dress, we examine how players choose avatar appearance in…

  • Communicating age in Second Life: The contributions of textual and visual factors

    Open Access•Rosa Mikeal Martey, Jennifer Stromer‐galley et al.•ARTICLE•New Media & Society•2013•References: 12

    Although considerable research has identified patterns in online communication and interaction related to a range of individual characteristics, analyses of age have been limited, especially those that compare age groups. Research that does examine online communication by age largely focuses on linguistic elements. However, social identity approaches to group communication emphasize the importance of non-linguistic factors such as appearance and …

  • The strategic female: Gender-switching and player behavior in online games

    Rosa Mikeal Martey, Jennifer Stromer-Galley et al.•ARTICLE•Information Communication & Society•2014

    As players craft and enact identities in digital games, the relationship between player and avatar gender remains unclear. This study examines how 11 in-game chat, movement, and appearance behaviors differed by gender and by men who did and did not use a female avatar – or ‘gender-switchers’. Drawing on social role and feminist theories of gender, we argue that gender differences in behavior align with the social roles and norms that establish ap…

  • Put on Your Game Face: Designing the Researcher Presence In immersive Digital Environments

    Open Access•Jaime Banks, Rosa Mikeal Martey•ARTICLE•Journal of Virtual Worlds Research•2016

    Researchers’ appearance and behavior may influence study participants’ thoughts, feelings, and behaviors during in-person data collection. However, investigators in online settings can manage this influence by leveraging platform affordances to craft purposeful, scripted presences. We argue for a revisioning of approaches to researcher presence in immersive digital environments. In particular, we draw on the metaphor of a video game non-player ch…

  • Balancing Play and Formal Training in the Design of Serious Games

    Open Access•Rosa Mikeal Martey, Jennifer Stromer‐galley et al.•ARTICLE•Games and Culture•2016•References: 3

    This article discusses the design and development of two serious games intended to train people to reduce their reliance on cognitive biases in their decision-making in less than an hour each. In our development process, we found a tension between rich and flexible experimentation and exploration experiences and robust learning experiences that ensured the lesson content was easily understood and recalled. In line with game-based learning researc…

  • Flexible versus structured support for reasoning: Enhancing analytical reasoning through a flexible analytic technique

    Jennifer Stromer‐galley, Patrícia Rossini et al.•ARTICLE•Intelligence & National Security•2021

    Structured analytic techniques (SATs) help the intelligence community reduce flaws in cognition that lead to faulty reasoning. To ascertain whether SATs provide benefits to reasoning we conducted an experiment within a web-based application, comparing three conditions: 1) unaided reasoning, 2) a prototypical order-based SAT and 3) a flexible, process-based SAT that we call TRACE. Our findings suggest that the more flexible SAT generated higher qu…

Computer Science (9 works) · Psychology (9 works) · Social Psychology (7 works) · Human–computer interaction (6 works) · Avatar (5 works) · Digital Games and Media (5 works) · Social Psychology (4 works) · Impact of Technology on Adolescents (3 works) · Sociology (3 works) · The Internet (3 works)

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