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The Formation of Task-Oriented Groups: Exploring Combat Activities in Online Games.

, , , , , , , and . CSE (4), page 122-127. IEEE Computer Society, (2009)

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Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being., and . Communication Research, 38 (1): 123-149 (2011)Multimodality and Interactivity: Connecting Properties of Serious Games with Educational Outcomes., , , , and . Cyberpsy., Behavior, and Soc. Networking, 12 (6): 691-697 (2009)Grouping game players using parallelized k-means on supercomputers., , , and . XSEDE, page 10:1-10:7. ACM, (2015)Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games., , , and . J. Comput. Mediat. Commun., 21 (4): 312-329 (2016)Social Live-Streaming Use & Well-being: Examining Participation, Financial Commitment, Social Capital, and Psychological Well-being on Twitch.tv., and . CoRR, (2022)Fake images: The effects of source, intermediary, and digital media literacy on contextual assessment of image credibility online., , , , , and . New Media Soc., (2019)One Size Fits All: Context Collapse, Self-Presentation Strategies and Language Styles on Facebook., , , , , and . J. Comput. Mediat. Commun., 23 (3): 127-145 (2018)Who would respond to A troll? A social network analysis of reactions to trolls in online communities., and . Comput. Hum. Behav., (2021)Viral vitriol: Predictors and contagion of online toxicity in World of Tanks., , , , , and . Comput. Hum. Behav., (2020)Virtual Team Networks: How Group Social Capital Affects Team Success in a Massively Multiplayer Online Game., , and . CSCW, page 677-688. ACM, (2016)