bluuebunny/crossref_metadata_2025_split huggingface dataset:
Educational Games and Outcomes
Authors: Ochsner Amanda , Ramirez Dennis , Steinkuehler Constance 
Published: February 2015

Abstract
The field of games and learning encompasses research around the design of educational games, the ways in which teachers and players use commercial games for educational purposes, and even ways in which game‐like systems are being implemented to make learning more engaging. The first section of this entry outlines several foundational theories for games, learning, and engagement, including flow, the zone of proximal development, and hard fun, as well as principles of learning that are often embedded in good game design. The second section includes a discussion of the ways that games are designed for and used for learning – to teach content and to introduce players to new ways of being, including providing entrance to new knowledge domains and discourses. The final section describes emerging trends in the educational games and the games and learning field, including the gamification of education, badges, and embedded assessment strategies.
Online Games, Cooperation and Competition in
Authors: Peng Wei 
Published: February 2015

Abstract
This entry gives an overview of the theorization of cooperation and competition in social interactions and applies it to online games, including browser based online casual games, massively multiplayer online games, and networked multiplayer gaming. Empirical evidence of the effects of cooperation and competition, and their interactions with other variables, in online games are summarized. Directions of future research on cooperation and competition in online games are discussed.
Intellectual Property Rights
Authors: Burkart Patrick 
Published: February 2015

AbstractThe prevalence of computer mediated communication has expanded the field of intellectual property (IP) to practically all interaction contexts. The business of IP exploded in the West during the industrial age, with robber barons creating private empires in new communication technologies based on intellectual property rights (IPRs). When the United States government needed to intervene on behalf of a strategic new communication technology, such as radio, it did not hesitate to create and enforce “patent pools” led by national champions of industry. IP came to characterize the primary mode of production for the information society by the mid‐twentieth century. The rise of law and policy studies within communication and media disciplines reflects the expansive juridification and codification of IPRs since the 1980s, when personal computing, digital media, and biotechnology began to diffuse. Revisions to IP law follow and sometimes anticipate technological changes affecting copyrights and patents. Current research and theory emphasizes the practical difficulties of building “leak‐proof” IP for media producers and distributors, the economic valuation and devaluation of IP, and the social consequences of asymmetrical media trade relationships and strong IP rights enforcement. This entry emphasizes attempts, frequently led by the US private sector and supported by the US government, to promote a maximalist approach to IP, and addresses some of the issues raised for trade with other regions, especially the European Union.
ICT4Dand Sustainability
Authors: Marais Mario A. 
Published: February 2015

AbstractSustainability is a systems concept, and ICT4D plays a vital role in a sustainable earth, as well as in sustainable communities. The concept of resilience is introduced since rapid change can push a system into another, possibly undesirable, state. Resilience is the capacity of a system to absorb disturbance. ICTs play a key role in the decoupling of economic development from the use of natural resources, by reducing the energy use of economic processes. ICT4D has moved to the use of ICTs as a platform for transformative development. This development must start with human development, since technology is only a multiplier of human intent and capacity and cannot substitute for it. Human scale development strategies are discussed where self‐reliant relationships are built via a network of aligned interests. These in turn are built from the bottom up and are supported via networks that span the local, regional, and national levels.
Online Games and Business Models
Authors: Zackariasson Peter 
Published: February 2015

AbstractGame development has always been dependent on functional business models with the capacity to secure the delivery of fun games to consumers and profit to the developers. Developing effective business models can be observed from the start of the industry to the present day. This development exhibits creativity that is comparable to other processes in the industry. Although the internet has enabled a greater variety of business models, traditional models are a persistent presence.
Anonymity and the Law
Authors: Fargo Anthony L. 
Published: February 2015

AbstractAnonymous publishing has a centuries‐long history, but the internet and other new technologies have made it both easier and harder to mask one's identity while engaging with the public. Digital technologies also encourage people to share information with a broad audience, which can be either a blessing or a curse. Issues arising in the digital context include whether internet service providers should be required to identify their users to litigants; whether the use of cameras by governments and private individuals invade a right to be functionally anonymous in public; and whether social network sites online should be allowed to mine personal data and photographs for information that can be used in marketing as well as in connecting users.
Professional Gaming
Authors: Taylor Nicholas 
Published: February 2015

AbstractProfessional gaming represents the configuration of competitive gaming as spectatorial activity. While the professional gaming (or e‐sports) industry has met with recent success in cultivating mass audiences for live streamed competitive gaming, the brief history of competitive gaming is marked as much by sudden decline as by propitious growth. Given the constantly shifting terrain of organizations, leagues, tournaments, and players, e‐sports represents a moving target for researchers. For this reason, and because of the increasingly diverse global contexts for competitive gaming, this emergent field can greatly benefit from more case study research and from multiple disciplines and perspectives.
ICT4D
Donor Agencies and Networks
Authors: Uimonen Paula , Hellström Johan 
Published: February 2015

Abstract
Information and communication technology for development (ICT4D) evolved as a field of development cooperation in conjunction with the World Summit on the Information Society (WSIS) in 2003 and 2005. Prior to this United Nations summit, few donors were involved in ICT4D, but as policymakers around the world became involved in the WSIS process, ICT4D emerged as an important aspect of the global development agenda. Donors started to recognize that ICT offered a tool for development, not least for the achievement of the Millennium Development Goals (MDGs). After the WSIS interest dwindled among leading donor agencies, but resurfaced as mobile technologies became widespread even in income‐poor countries and among poor populations and after the digitally mediated social uprisings of the so‐called Arab Spring which highlighted the social and political significance of the internet. New actors are becoming involved including philanthropic organizations, while the ICT4D field continues to explore new working methods like multistakeholder partnerships. Meanwhile, ICT is gradually becoming integrated into development efforts, although global patterns of digital stratification still remain to be overcome. This entry focuses on the roles of donor organizations and their networks
Online Games and Genre
Authors: Krzywinska Tanya , Brown Douglas 
Published: February 2015

Abstract
Genre is used by game developers as a means of targeting certain markets by providing easily identified product differentiation. This entry provides an overview of the development and diversity of genre in online games and maps out the major factors that drive genre formations. In addition, academic approaches to the study of genre are applied to online games alongside an overview of the commercial and cultural contexts that shape online game genres.
Virtual Economies: Origins and Issues
Authors: Knowles Isaac , Castronova Edward , Ross Travis 
Published: February 2015

AbstractWithin virtual worlds, users collect, trade, destroy, produce, and refine virtual resources. Collectively these activities comprise a virtual economy. This entry discusses a definition of virtual economy, touching on important issues and current research on the subject. It provides an historical and conceptual grounding for understanding virtual worlds and virtual economies. The connection between virtual and real economies is an issue of particular importance since it lies at the nexus of interests originating in the academy, business, and game development communities. The exchange of virtual currency, goods, and services for their real‐life counterparts – known as the real money trade, or RMT – continues to fascinate researchers, befuddle the popular press, and ignite sparks in the eyes of venture capitalists.
Multistakeholder Partnerships
Authors: Unwin Tim 
Published: February 2015

AbstractPartnerships are central to the implementation of information and communication technologies for development (ICT4D) initiatives and yet many have been much less successful than their advocates had hoped for. This entry discusses why this is the case and summarizes some of the key models and success factors for their implementation that are advocated in recent literature. It begins with an overview of the reasons why partnerships have become such a popular modality for delivering development interventions and then considers some of the theoretical and empirical challenges to the notion of partnerships. A summary of work on critical success factors for ICT4D partnerships is given, followed by an analysis of some of the interests underlying the use of different partnership terminologies. The entry concludes with an overview of two broad types of partnership models and the key implementation requirements for ICT4D multistakeholder partnerships.
Online Intermediaries and Supply Chains
Authors: Chircu Alina M. , Resnick Mark , Saraswat Satya Prakash 
Published: February 2015

AbstractA supply chain is a complex, multilevel web of relationships between many companies, with multiple facilities spread around the globe and with multiple, often conflicting, objectives. Supply chain intermediaries, or middlemen, have evolved over time to alleviate the uncertainty and risk of the supply chain processes. Online intermediaries are a new breed of supply chain middlemen that use technology to provide transactional and informational support for these processes. This entry provides an overview of the key issues related to online intermediaries in supply chains and presents several examples of such intermediaries in various industries.
Online Games Modifications and User Generated Content
Authors: Sotamaa Olli , Wirman Hanna 
Published: February 2015

AbstractThis entry covers a range of methods and tools players use in reworking the games they play. It discusses the history of game modifying and establishes its contemporary role in game cultures and within a larger context of co‐creative game design and development. Providing examples from both online and single‐player games, players' motivations and linkages to other gameplay practices are considered together with the ambivalent relationship between game developers and the players who modify games.
Online First‐Person Shooter Games
Authors: Voorhees Gerald A. 
Published: February 2015

AbstractFirst‐person shooter (FPS) games position players from the point of view of a game character and require them to navigate 3Dspace and shoot enemies in order to complete game objectives. While theFPShas developed and adopted numerous gameplay and narrative conventions in the 20 years since the form coalesced, competitive online multiplayer gameplay is a pillar of the genre.FPSgames are controversial with the general public because of their representations of violence but very popular within gaming cultures and a mainstay of the game industry. While a good deal of historical, formalist, and interpretive scholarship informs this entry, social scientific research is only beginning to move beyond the question of violence and to examine prosocial effects and applications ofFPSgames.
Online Retailing
Authors: Holland Christopher , Mandry Gordon 
Published: February 2015

AbstractInternational trends in internet penetration are presented to illustrate the varying levels of internet technology use by country. Online retailing is discussed using the concept of the online customer journey. A model of the online customer journey is set out, which includes recursive movement between different stages and captures the new forms of communication between customers and online retailers. This provides a framework for showing that consumers have relatively small online consideration sets, and the marketing implications of this search behavior are outlined. The internet channel is composed of multiple subchannels, which is important for the allocation of advertising budgets. An online sales model is used to demonstrate the relationship between unique visitors and online sales conversion. Online retailing is then placed in the context of a multichannel strategy. The last stage of the online customer journey, e‐service, is shown to play two important roles, that of reducing the cost to serve customers and to improve customer retention. Future developments and the importance of mobile technology and social media are outlined.
Network Neutrality
Authors: Frieden Rob 
Published: February 2015

Abstract
As the internet evolves and matures, it will become an increasingly dominant medium for the delivery of information, communications, and entertainment. This outcome offers opportunities for everyone to benefit from diversified internet services. However, such concentration of resources also increases the risk that the few remaining conduit operators will acquire market power and exploit it in ways that limit competition for both content and its delivery. This entry explains the debate about whether governments should require internet service providers to operate in a neutral and nondiscriminatory manner. It concludes that while many concerns about network neutrality overstate the potential for harm, researchers and governments can assess whether and how price and quality of service discrimination enhance or harm internet access.
e
‐Commerce Online Payments
Authors: Bons Roger W. H. , Alt Rainer 
Published: February 2015

Abstract
The ability to pay for goods and services bought online is vital for any successful business model in electronic, mobile, or social commerce. This entry discusses the most common categories of online payments which involve real as well as virtual currencies. The classification applies a user perspective based on the needs of buyers and sellers, and looks in particular at risk, convenience, and cost. The entry primarily addresses the most common payment methods in use today and offers some future directions for research on online payments.
Peer‐to‐Peer Content
Authors: Aitken Paul , Morris Jeremy Wade 
Published: February 2015

Abstract
This entry provides an overview of peer‐to‐peer (P2P) content, with a particular focus on the sharing of audiovisual content (such as music and video) through dedicated file sharing software clients. It reviews various definitions of the term, histories of popular P2P technologies (from Napster to current file locker services), and scholarly approaches to understanding P2P content, most notably its effects on the media industries, copyright and other intellectual property ramifications, issues of surveillance and tracking, practices of gift economies, and the community aspects of P2P technologies. Special attention is paid to the tensions that P2P content and file sharing present: on the one hand, an industrial threat rooted in the logic of gift economies that challenges traditional modes of content distribution, and, on the other, an emerging venue for consumer interaction that further extends control over cultural content, users, and the data they generate.
Online Games and Cheating
Authors: Consalvo Mia 
Published: February 2015

AbstractThe act of cheating in digital games helps us understand the play process in ways that examining normative or “ideal” play cannot. Scholars investigating the phenomenon have uncovered a rich diversity of practices and justifications that demonstrate how seriously players take the process of playing offline games, and how much they can invest in the activity. This entry addresses current research into cheating in digital games, including how and why players cheat, how cheating is conceptualized in different contexts of play, and how the online game industry has responded to cheating. It also takes a brief look at the changing landscape of online games, including social and mobile games and how cheating practices have evolved (or not) in those new contexts.
Competition/Antitrust/Antimonopoly Law
Authors: Just Natascha 
Published: February 2015

AbstractThis entry is devoted to competition law. A discussion of economic concepts of competition underlying such laws and attendant policy paradigms is followed by an examination of the histories of competition law in various jurisdictions, of the substantive provisions and of the agencies responsible for their enforcement. Finally, selected research and policy topics and issues in media and communications are highlighted and reviewed.
Online Games, Globalization of
Authors: Jin Dal Yong 
Published: February 2015

AbstractOnline gaming has rapidly become one of the most significant segments in the global media and entertainment sectors. Globalization of online games has been studied in relation to international communication, political economy, and audiences/fans. Unlike several other cultural genres that have been largely dominated by Western cultural industries in the global markets, this cultural genre is also strongly influenced by non‐Western countries. While there are several factors that account for the popularity of local online games in regional and/or global markets, localization plays a key part in the globalization process of online games. Localization involves local people in adopting, integrating, and connecting their local and foreign cultures. Two major strategies are involved: hybridization and (g)localization. This entry identifies and discusses these primary localization strategies to map the globalization of the online game industry and its distinctive articulation between global and local forces.
B2BElectronic Markets
Authors: Klein Stefan , Alt Rainer 
Published: February 2015

AbsractThis entry provides an overview of the main characteristics of the phenomenon of business to business (B2B) electronic markets (EMs). After introducing this concept and discussing major effects related to the benefits and risks from an institutional viewpoint, the configuration options of EMs in the B2B domain are presented from a functional perspective. The discussion then shifts to the intermediary, highlighting critical issues that shape the business model of a marketplace operator and addressing criteria that are known to influence the choice of a particular marketplace configuration. Finally, the future development of B2B EMs is discussed.
Online Newspapers
Authors: Mitchelstein Eugenia , Siles Ignacio , Boczkowski Pablo 
Published: February 2015

AbstractThis entry discusses recent scholarship on the production and consumption of online newspapers. The analysis of production dynamics reveals the main challenges faced by news organizations to generate revenue and to innovate as they move online. It also discusses various factors that have shaped how news organizations have dealt with the internet, and some of the consequences of this approach for news production practices and professional development. Scholarly analyses of consumption issues introduce two important discussions about the contemporary development of online news: whether news consumption complements or displaces traditional news media, and whether it results in audience fragmentation or homogenization. This body of work also illuminates some consequences of online news consumption for democracy. Building on this assessment, the entry concludes by considering some main implications for studies on online newspapers and suggests various areas for further research.
Social Search
Authors: Halavais Alexander 
Published: February 2015

AbstractSocial search refers to the ways in which social interaction online influences search results and social interaction is, in turn, affected. Web search is an essentially social technology inferring which information is salient in response to a given set of queries. Attempts to improve the relevance of search results draw upon the social connections of users in new ways to make inferences based on social connections and contextual information in a manner that helps to constrain the results. “Social search” emphasizes the role of social interaction and relationships in the organization of information on the World Wide Web and in other online venues. Of course, online search could not be other than social, making the term somewhat redundant, but refinements of search engine algorithms reveal the social elements in more visible ways. The most significant change in search during the early part of the twenty‐first century has been the incorporation of “social signals” in the search process, but the role of social relationships in the search process has a longer history and greater long‐term potential as compared to the role of these signs in today's algorithms.
Social Media Business Models
Authors: Rohn Ulrike 
Published: February 2015

AbstractThis entry provides a definition of social media business models. A business model helps to analyze and communicate how a business works in terms of value proposition, value creation and provision, as well as financial endurance. Based on these three business model components, the entry describes possible manifestations of business models for organizations that are active in the social media domain. It differentiates between two kinds of organizations: enterprises that own and operate social media platforms and companies that use social media platforms for their communication with customers, prospects, and everyone else interested in the company or its products and services.
Social Media and Data Aggregation
Authors: Hardey Mariann 
Published: February 2015

Abstract
There is an increasing familiarity with the digital technology and web‐based software that together are referred to as “social media.” This entry sets out the defining elements of social media, and describes how their characteristics are bound to the particular communication actions and discursive networks of which they have become part. Social media can now be seen to offer new opportunities for data collection, research design, and publication based on (often complex) data aggregation and visualization practices. The focus is on the modern sense of the “social” in social media that is inextricable from experiences of individual digital autobiography, and of shared and co‐produced content including images, sound recording, video, and other digital media that save text, image, and sound files.