Anne Mcclard
Biographic Data
| ID | 754132 |
|---|---|
| NAME | Anne Mcclard |
| GIVEN NAMES | Anne |
| FAMILY NAME | Mcclard |
| SIGNATURE | MCCLARD A |
| AFFILIATIONS | John Brown University |
| VERIFIED | No |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1993 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 2 |
Toxicity v. toxicity: How Ethnography Can Inform Scalable Technical Solutions
While a number of scholars have studied online communities, research on games has been mostly focused on the business, experience, and content of gameplay. Interactions between players within games has received less attention, and toxic behavior is a newer area of investigation in academia. Inquiry into toxicity in gaming is part of a larger body of literature and public interest emerging around disruptive and malicious social interactions online…
It's Not Childs' Play: Changing Corporate Narratives Through Ethnography
After discovering that there were over 25 projects going on in various business units in the company that involved children as end users, and that most people had a limited understanding of children's play, the researchers proposed a multi-cultural ethnographic project called ChildsPlay. This case study illustrates the many ways that a well-planned ethnographic study can influence the trajectory of a company's culture, highlighting institutional …
Ethnography / Carnivalesque
Making Change: Can Ethnographic Research about Women Makers Change the Future of Computing
Two ethnographers from different parts of the same technology company set out to explore the role of women and girls in the worldwide maker movement. We wanted to know who is currently participating in the maker phenomenon, how they became makers, what motivates them to continue making, what kinds of things they make, and what their hopes are for the future. Most importantly, we investigated why women are underrepresented in the realm of tech mak…
Focus on Facebook: Who Are We Anyway
Study Time: Temporal Orientations of Freshmen Students and Computing
This article presents an ethnographic examination of the student domains of "study" and "time," and how these domains relate to a technological innovation in a freshman residence hall. We argue that technological innovations in education warrant attention as part of the more general movement toward reform in higher education. We believe that a closer examination of student life is necessary before discussing effects of educational reform. In this…
Focus on Facebook: Who Are We Anyway
It's Not Childs' Play: Changing Corporate Narratives Through Ethnography
After discovering that there were over 25 projects going on in various business units in the company that involved children as end users, and that most people had a limited understanding of children's play, the researchers proposed a multi-cultural ethnographic project called ChildsPlay. This case study illustrates the many ways that a well-planned ethnographic study can influence the trajectory of a company's culture, highlighting institutional …
Making Change: Can Ethnographic Research about Women Makers Change the Future of Computing
Two ethnographers from different parts of the same technology company set out to explore the role of women and girls in the worldwide maker movement. We wanted to know who is currently participating in the maker phenomenon, how they became makers, what motivates them to continue making, what kinds of things they make, and what their hopes are for the future. Most importantly, we investigated why women are underrepresented in the realm of tech mak…
Toxicity v. toxicity: How Ethnography Can Inform Scalable Technical Solutions
While a number of scholars have studied online communities, research on games has been mostly focused on the business, experience, and content of gameplay. Interactions between players within games has received less attention, and toxic behavior is a newer area of investigation in academia. Inquiry into toxicity in gaming is part of a larger body of literature and public interest emerging around disruptive and malicious social interactions online…
Study Time: Temporal Orientations of Freshmen Students and Computing
This article presents an ethnographic examination of the student domains of "study" and "time," and how these domains relate to a technological innovation in a freshman residence hall. We argue that technological innovations in education warrant attention as part of the more general movement toward reform in higher education. We believe that a closer examination of student life is necessary before discussing effects of educational reform. In this…
Focus on Facebook: Who Are We Anyway
Making Change: Can Ethnographic Research about Women Makers Change the Future of Computing
Two ethnographers from different parts of the same technology company set out to explore the role of women and girls in the worldwide maker movement. We wanted to know who is currently participating in the maker phenomenon, how they became makers, what motivates them to continue making, what kinds of things they make, and what their hopes are for the future. Most importantly, we investigated why women are underrepresented in the realm of tech mak…
Ethnography / Carnivalesque
It's Not Childs' Play: Changing Corporate Narratives Through Ethnography
After discovering that there were over 25 projects going on in various business units in the company that involved children as end users, and that most people had a limited understanding of children's play, the researchers proposed a multi-cultural ethnographic project called ChildsPlay. This case study illustrates the many ways that a well-planned ethnographic study can influence the trajectory of a company's culture, highlighting institutional …
Toxicity v. toxicity: How Ethnography Can Inform Scalable Technical Solutions
While a number of scholars have studied online communities, research on games has been mostly focused on the business, experience, and content of gameplay. Interactions between players within games has received less attention, and toxic behavior is a newer area of investigation in academia. Inquiry into toxicity in gaming is part of a larger body of literature and public interest emerging around disruptive and malicious social interactions online…
Sociology (6 works) · Computer Science (5 works) · Ethnography (5 works) · Anthropology (3 works) · Political science (3 works) · Anthropology: Ethics, History, Culture (2 works) · Art (2 works) · Citation (2 works) · Digital Games and Media (2 works) · Epistemology (2 works)