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Rabindra A Ratan

Biographic Data

ID94909
NAMERabindra A Ratan
GIVEN NAMESRabindra A
FAMILY NAMERatan
SIGNATURERATAN R A
AFFILIATIONSMichigan State University, East Lansing, MI, USA
VERIFIEDNo
TOTAL WORKS4
TOTAL CITATIONS46
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2009
LATEST PUBLICATION YEAR2017
H-INDEX4
  • Playing by the Rules: Parental Mediation of Video Game Play

    Open Access•Nicole Martins, Nicholas L Matthews et al.•ARTICLE•Journal of Family Issues•2017•Cited by: 5•References: 49

    This study examined parental mediation of children's video game play in an Internet survey of 433 parents of children aged 5 to 18 years. We assessed the valence of active mediation (i.e., positive, negative, neutral) and the relationship between parental involvement and mediation techniques. Furthermore, we explored whether parental mediation was associated with child delinquency. Our results demonstrate that active mediation is generally negati…

  • Stand by Your Man: An Examination of Gender Disparity in League of Legends

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•ARTICLE•Games and Culture•2015•Cited by: 12•References: 33

    Although video gaming is becoming a more widespread activity beyond its historically core demographic of young males, participation in competitive gaming remains largely male dominated. Addressing this issue, this research examines the experience of female players in one of the world's most popular games, League of Legends. Two studies-one qualitative (with 15 participants) and the other quantitative (with 16,821 participants)-confirm that althou…

  • Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•ARTICLE•Journal of Computer-Mediated…•2010•Cited by: 12•References: 18

    This study examines how trust is related to online social institutions, self-disclosure, mode of communication, and message privacy in a popular MMOG, Everquest II. The findings, based on survey and behavioral data from over 3,500 players, illustrate how MMOGs may support trust development. Trust was higher within closer social circles: trust was highest in teammates, followed by other players across the game, followed by others online. Self-disc…

  • A Content Analysis of Female Body Imagery in Video Games

    Open Access•Nicole Martins, Dmitri Williams et al.•ARTICLE•Sex Roles•2009•Cited by: 17•References: 5

  • A Content Analysis of Female Body Imagery in Video Games

    Open Access•Nicole Martins, Dmitri Williams et al.•ARTICLE•Sex Roles•2009•Cited by: 17•References: 5

  • Stand by Your Man: An Examination of Gender Disparity in League of Legends

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•ARTICLE•Games and Culture•2015•Cited by: 12•References: 33

    Although video gaming is becoming a more widespread activity beyond its historically core demographic of young males, participation in competitive gaming remains largely male dominated. Addressing this issue, this research examines the experience of female players in one of the world's most popular games, League of Legends. Two studies-one qualitative (with 15 participants) and the other quantitative (with 16,821 participants)-confirm that althou…

  • Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•ARTICLE•Journal of Computer-Mediated…•2010•Cited by: 12•References: 18

    This study examines how trust is related to online social institutions, self-disclosure, mode of communication, and message privacy in a popular MMOG, Everquest II. The findings, based on survey and behavioral data from over 3,500 players, illustrate how MMOGs may support trust development. Trust was higher within closer social circles: trust was highest in teammates, followed by other players across the game, followed by others online. Self-disc…

  • Playing by the Rules: Parental Mediation of Video Game Play

    Open Access•Nicole Martins, Nicholas L Matthews et al.•ARTICLE•Journal of Family Issues•2017•Cited by: 5•References: 49

    This study examined parental mediation of children's video game play in an Internet survey of 433 parents of children aged 5 to 18 years. We assessed the valence of active mediation (i.e., positive, negative, neutral) and the relationship between parental involvement and mediation techniques. Furthermore, we explored whether parental mediation was associated with child delinquency. Our results demonstrate that active mediation is generally negati…

  • A Content Analysis of Female Body Imagery in Video Games

    Open Access•Nicole Martins, Dmitri Williams et al.•ARTICLE•Sex Roles•2009•Cited by: 17•References: 5

  • Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•ARTICLE•Journal of Computer-Mediated…•2010•Cited by: 12•References: 18

    This study examines how trust is related to online social institutions, self-disclosure, mode of communication, and message privacy in a popular MMOG, Everquest II. The findings, based on survey and behavioral data from over 3,500 players, illustrate how MMOGs may support trust development. Trust was higher within closer social circles: trust was highest in teammates, followed by other players across the game, followed by others online. Self-disc…

  • Stand by Your Man: An Examination of Gender Disparity in League of Legends

    Open Access•Rabindra A Ratan, Rabindra Ratan et al.•ARTICLE•Games and Culture•2015•Cited by: 12•References: 33

    Although video gaming is becoming a more widespread activity beyond its historically core demographic of young males, participation in competitive gaming remains largely male dominated. Addressing this issue, this research examines the experience of female players in one of the world's most popular games, League of Legends. Two studies-one qualitative (with 15 participants) and the other quantitative (with 16,821 participants)-confirm that althou…

  • Playing by the Rules: Parental Mediation of Video Game Play

    Open Access•Nicole Martins, Nicholas L Matthews et al.•ARTICLE•Journal of Family Issues•2017•Cited by: 5•References: 49

    This study examined parental mediation of children's video game play in an Internet survey of 433 parents of children aged 5 to 18 years. We assessed the valence of active mediation (i.e., positive, negative, neutral) and the relationship between parental involvement and mediation techniques. Furthermore, we explored whether parental mediation was associated with child delinquency. Our results demonstrate that active mediation is generally negati…

Psychology (4 works) · Social Psychology (4 works) · Digital Games and Media (3 works) · Impact of Technology on Adolescents (3 works) · Social Psychology (3 works) · Computer Science (2 works) · Media Influence and Health (2 works) · Multimedia (2 works) · Sociology (2 works) · Video game (2 works)

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