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Items where Author is "Carr, Diane"

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Number of items: 27.

Article

Oliver, Martin and Carr, Diane (2009) Learning in virtual worlds : Using communities of practice to explain how people learn from play. British Journal of Education and Technology, 40 (3). pp. 444-457. ISSN 0007-1013

Carr, Diane and Oliver, Martin (2009) Tanks, Chauffeurs and Backseat Drivers: Competence in MMORPGs. eludamos: Journal for Computer Game Culture, 3 (1). pp. 43-53. ISSN 1866-6124

Carr, Diane (2006) Contexts, Gaming Pleasures and Gendered Preferences. Simulation and Gaming, 36 (4). pp. 464-482. ISSN 1046-8781

Carr, Diane (2006) Researching Computer games, Learning and Education. Operational Research Society Newsletter, 430. pp. 19-20.

Carr, Diane (2005) Research into Computer Games and Learning: A brief overview. Interact, 31. pp. 22-24. ISSN 1368-4590

Carr, Diane and Schott, Gareth and Burn, Andrew and Buckingham, David (2004) Doing game studies: A multi-method approach to the study of textuality, interactivity and narrative space. Media International Australia, 110. pp. 19-30. ISSN 1329-878X

Carr, Diane (2003) Game On: The Culture and History of Videogames. Visual Communication, 2 (2). pp. 163-168. ISSN 1470-3572

Carr, Diane (2003) Play Dead: Genre and Affect in Silent Hill and Planescape Torment. Game Studies, 3.

Book Section

Carr, Diane (2012) Interpretation, conflict and instruction in online multiplayer games : lessons from Warsong Gulch. In: Computer games and new media cultures. Springer, Dordrecht, pp. 411-424. ISBN 9789400727779

Carr, Diane and Oliver, Martin and Burn, Andrew (2010) Learning, Teaching and Ambiguity in Virtual Worlds. In: Researching Learning in Virtual Worlds. Springer London, London, pp. 17-31. ISBN 978-1-84996-046-5 (Print) 978-1-84996-047-2 (Online)

Carr, Diane and Oliver, Martin (2009) Second Life, Immersion and Learning. In: Social Computing and Virtual Communities. Chapman and Hall (Taylor and Francis), London, pp. 205-222. ISBN 978-1-4200-9042-0

Carr, Diane and Pelletier, Caroline (2008) Gamers, Gender and Representation. In: Handbook of Research on Effective Electronic Gaming in Education. IGI Global, Hershey, PA, pp. 911-921. ISBN 9781599048086 (hbk); 9781599048116 (ebook)

Carr, Diane (2007) World of Warcraft: Travel and Experience. In: Space, Time, Play: Architecture, Urbanism and Computer Games. Birkhauser Verlag AG, Basel, Switzerland, pp. 172-173. ISBN 978-3-7643-8414-2 (Print) 978-3-7643-8415-9 (Online)

Carr, Diane (2007) The Trouble with Civilization. In: Videogame, Player, Text. Manchester University Press, Manchester, pp. 1-2. ISBN 978-0-7190-7401-1

Carr, Diane (2006) Games and Gender. In: Computer Games: Text, Narrative and Play. Polity Press, Cambridge, pp. 162-178. ISBN 978-0745634012

Carr, Diane (2005) The Rules of the Game, The Burden of Narrative: Enter The Matrix. In: Matrix Trilogy; Cyberpunk Reloaded. Wallflower Press, Harrow, pp. 36-47. ISBN 978-1–904764–32–8 (pbk); 978-1–904764–33–5 (hbk)

Carr, Diane and Burn, Andrew and Schott, Gareth and Buckingham, David (2003) Textuality in Video Games. In: Level up : Digital Games Research Conference, 4-6 November, 2003, Utrecht University. Faculty of Arts, Utrecht University, Utrecht, pp. 144-155. ISBN 9039335508

Burn, Andrew and Carr, Diane (2003) Signs from a Strange Planet: roleplay and social performance in Anarchy Online. In: Cosign 2003 Proceedings 2003: 3rd Conference on Computational Semiotics for Games and New Media. University of Teeside, Middlesborough, UK, pp. 14-22. ISBN 0954610709

Carr, Diane (2002) Playing with Lara. In: ScreenPlay: Cinema/videogames/interfaces. Wallflower Press/Columbia University Press, Harrow, pp. 171-180. ISBN 190336423X

Conference or Workshop Item

Carr, Diane (2009) Textual analysis, digital games, zombies. In: Breaking New Ground: Innovation in Games, Play, Practice and Theory, 2009-09-01 - 2009-09-04, London.

Carr, Diane (2005) Contexts, Pleasures and Preferences: Girls playing computer games. In: UNSPECIFIED.

Book

Carr, Diane and Buckingham, David and Burn, Andrew and Schott, Gareth (2006) Computer Games: Text, Narrative and Play. Polity Press, Cambridge. ISBN 978-0745634012

Burn, Andrew and Carr, Diane and Schott, Gareth (2003) Why Should We Study Digital Games. English and Media Centre, London. ISBN 14788616

Other

Carr, Diane (2009) Virtually Accessible. Access

Carr, Diane and Crook, Charles and Noss, Richard and Carmichael, Patrick and Selwyn, Neil (2008) Education 2.0? Designing the web for teaching and learning: A Commentary by the Technology Enhanced Learning phase of the Teaching and Learning Research Programme. Teaching and Learning Research Programme, Institute of Education, University of london, London

Carr, Diane (2007) Machinima and Education. , Bristol

Report

Buckingham, David and Banaji, Shakuntala and Carr, Diane and Cranmer, Susan and Willett, Rebekah (2005) The media literacy of children and young people: a review of the research literature. [Report]

This list was generated on Tue Sep 2 03:18:30 2014 BST.