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Michael Demarco

Biographic Data

ID235492
NAMEMichael Demarco
GIVEN NAMESMichael
FAMILY NAMEDemarco
SIGNATUREDEMARCO M
AFFILIATIONSNicholson School of Communication, University of Central Florida at Seminole State College
VERIFIEDNo
TOTAL WORKS2
TOTAL CITATIONS16
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2011
LATEST PUBLICATION YEAR2015
H-INDEX2
  • Playful Identities: The Ludification of Digital Media Cultures

    Open Access•Sybille Lamme, Michiel de Lange et al.•BOOK•Playful Identities•2015•Cited by: 13•References: 41

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • The Impact of Central-Place Theory on Wal-Mart

    Michael Demarco, Jonathan Matusitz•ARTICLE•Journal of Human Behavior in the…•2011•Cited by: 3•References: 12

    This study applies central-place theory to the Wal-Martization process. Central-place theory posits that there are laws determining the number, size, and distribution of cities. One of the theory's major premises is its emphasis on the size and spacing of towns that specialize in selling goods and services. The Wal-Mart blueprint has adopted the central-place model in that it follows an ordered region with snowflake-like proportion. For example, …

  • Playful Identities: The Ludification of Digital Media Cultures

    Open Access•Sybille Lamme, Michiel de Lange et al.•BOOK•Playful Identities•2015•Cited by: 13•References: 41

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

  • The Impact of Central-Place Theory on Wal-Mart

    Michael Demarco, Jonathan Matusitz•ARTICLE•Journal of Human Behavior in the…•2011•Cited by: 3•References: 12

    This study applies central-place theory to the Wal-Martization process. Central-place theory posits that there are laws determining the number, size, and distribution of cities. One of the theory's major premises is its emphasis on the size and spacing of towns that specialize in selling goods and services. The Wal-Mart blueprint has adopted the central-place model in that it follows an ordered region with snowflake-like proportion. For example, …

  • The Impact of Central-Place Theory on Wal-Mart

    Michael Demarco, Jonathan Matusitz•ARTICLE•Journal of Human Behavior in the…•2011•Cited by: 3•References: 12

    This study applies central-place theory to the Wal-Martization process. Central-place theory posits that there are laws determining the number, size, and distribution of cities. One of the theory's major premises is its emphasis on the size and spacing of towns that specialize in selling goods and services. The Wal-Mart blueprint has adopted the central-place model in that it follows an ordered region with snowflake-like proportion. For example, …

  • Playful Identities: The Ludification of Digital Media Cultures

    Open Access•Sybille Lamme, Michiel de Lange et al.•BOOK•Playful Identities•2015•Cited by: 13•References: 41

    In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…

Archaeology (1 works) · Blueprint (1 works) · Business Strategy and Innovation (1 works) · Central city (1 works) · Civil engineering (1 works) · Computer games (1 works) · Consumer Market Behavior and Pricing (1 works) · Consumer Retail Behavior Studies (1 works) · Demography (1 works) · Digital Games and Media (1 works)

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