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Dude Looks like a Lady: Gender Swapping in an Online Game., and . Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)The Impact of Time Online: Social Capital and Cyberbalkanization.. Cyberpsy., Behavior, and Soc. Networking, 10 (3): 398-406 (2007)Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models., , , , , and . Predicting Real World Behaviors from Virtual World Data @ SocialCom, page 69-84. Springer, (2013)We're All in This (Game) Together., and . Communication Research, 43 (4): 487-517 (2016)A Brief Social History of Game Play.. DiGRA Conference, (2005)Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being., and . Communication Research, 38 (1): 123-149 (2011)The virtual census: representations of gender, race and age in video games., , , and . New Media Soc., 11 (5): 815-834 (2009)Who plays, how much, and why? Debunking the stereotypical gamer profile., , and . J. Comput. Mediat. Commun., 13 (4): 993-1018 (2008)From Tree House to Barracks: The Social Life of Guilds in World of Warcraft., , , , , and . Games Cult., 1 (4): 338-361 (2006)Let's Bail!: The evolution of individual-group affiliation in an online gaming community., , and . Comput. Hum. Behav., (2021)