1932

Abstract

This review examines studies of the affordances of digital technologies that produce virtuality. What we can call a “technological turn” in the literature considers technology a first-order analytical object rather than blackboxing it or subsuming it under social process. J.J. Gibson's original concept of affordance is explained, as well as its evolution to a concept consonant with anthropology's concerns. The review probes studies of political activism, work, and play. It comments on how virtuality affects anthropology as a discipline.

Loading

Article metrics loading...

/content/journals/10.1146/annurev-anthro-102214-014226
2015-10-21
2024-04-18
Loading full text...

Full text loading...

/deliver/fulltext/anthro/44/1/annurev-anthro-102214-014226.html?itemId=/content/journals/10.1146/annurev-anthro-102214-014226&mimeType=html&fmt=ahah

Literature Cited

  1. Ang C, Bobrowicz A, Schiano D, Nardi B. 2013. Data in the wild: some reflections. Interactions 20:39–43 [Google Scholar]
  2. Ang C, Zaphiris P. 2008. Social learning in MMOGs: an activity theoretical perspective. Interact. Technol. Smart Educ. 5:84–102 [Google Scholar]
  3. Bainbridge W. 2007. The scientific research potential of virtual worlds. Science 317:472–76 [Google Scholar]
  4. Bainbridge W. 2009. Online Worlds: Convergence of the Real and the Virtual Heidelberg, Ger: Springer
  5. Bainbridge W. 2013. eGods: Fantasy Versus Faith Oxford, UK: Oxford Univ. Press
  6. Bakioglu B. 2009. Spectacular interventions in Second Life: goon culture, griefing, and disruption in virtual spaces. J. Virtual Worlds Res. 1:31–21 [Google Scholar]
  7. Barab S, Pettyjohn P, Gresalfi M, Volk C, Solomou M. 2012. Game-based curriculum and transformational play: designing to meaningfully position person, content, and context. Comput. Educ. 58:518–33 [Google Scholar]
  8. Barahona M, García C, Gloor P, Parraguez P. 2012. Tracking the 2011 student-led movement in Chile through social media use. Proc. Collect. Intell. 12:1–8 [Google Scholar]
  9. Bardzell J, Nichols J, Pace T, Bardzell S. 2012. Come meet me at Ulduar: progression raiding in World of Warcraft. Proc. Comput.-Support. Work Soc. Comput.603–12 New York: Assoc. Comput. Mach. (ACM) [Google Scholar]
  10. Bardzell S, Odom W. 2008. The experience of embodied space in virtual worlds: an ethnography of a Second Life community. Space Cult. 11:3239–59 [Google Scholar]
  11. Bateson G. 1979. Mind and Nature: A Necessary Unity. New York: Bantam Books
  12. Baym N. 2010. Personal Connections in the Digital Age Cambridge, UK: Polity Press
  13. Becker B, Mark G. 1998. Social conventions in collaborative virtual environments Proc. Collab. Virtual Environ. Conf. June 17–19, Manch., UK [Google Scholar]
  14. Becker C. 2011. Muslims on the path of the Salaf al-Salih: ritual dynamics in chat rooms and discussion forums. Inf. Commun. Soc. 14:81181–203 [Google Scholar]
  15. Bernal V. 2014. Nation as Network Chicago: Univ. Chicago Press
  16. Bernstein M, Monroy-Hernández A, Harry D, Panovich P, Vargas G. 2011. 4chan and/b/: An analysis of anonymity and ephemerality in a large online community. Proc. Int. AAAI Conf. Weblogs Soc. Media50–57 Palo Alto, CA: Assoc. Adv. Artif. Intell. [Google Scholar]
  17. Black R, Reich S. 2012. Culture and community in a virtual world for young children. Games, Learning, and Society: Learning and Meaning in the Digital Age C Steinkuehler, K Squire, S Barab 210–28 Cambridge, UK: Cambridge Univ. Press [Google Scholar]
  18. Blodgett B, Tapia A. 2010. When protests go virtual: how organizing social protest in virtual worlds changes the nature of organizing. Proc. Am. Conf. Inf. Syst. 16th, p. 553. http://aisel.aisnet.org/amcis2010/553/
  19. Bloomfield R. 2009. How online communities and flawed reasoning sound a death knell for qualitative methods. Terra Nova (blog) March 31. http://terranova.blogs.com/terra_nova/2009/03/do-online-communities-sound-a-death-knell-for-qualitative-methods.html [Google Scholar]
  20. Boase J, Wellman B. 2006. Personal relationships: on and off the Internet. Handbook of Personal Relations A Vangelisti, D Perlman 709–23 Cambridge, UK: Cambridge Univ. Press [Google Scholar]
  21. Bødker S, Andersen P. 2005. Complex mediation. Hum.-Comput. Interact. 20:4353–402 [Google Scholar]
  22. Boellstorff T. 2008. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human Princeton, NJ: Princeton Univ. Press
  23. Boellstorff T. 2012. Rethinking digital anthropology. See Horst & Miller 2012, pp. 39–60
  24. Boellstorff T, Nardi B, Pearce C, Taylor TL. 2012. Ethnography and Virtual Worlds: A Handbook of Method Princeton, NJ: Princeton Univ. Press
  25. Boltanski L, Chiapello E. 2005. The New Spirit of Capitalism New York: Verso
  26. boyd d, Crawford K. 2012. Critical questions for big data. Inf. Commun. Soc. 15:5662–79 [Google Scholar]
  27. Broadbent S. 2012. Approaches to personal communication. See Horst & Miller 2012, pp. 127–44
  28. Brown B, Bell M. 2004. CSCW at Play: “There” as a Collaborative Virtual Environment. Proc. Comput.-Support. Work Soc. Comput.350–59 New York: Assoc. Comput. Mach. (ACM) [Google Scholar]
  29. Burrell J. 2012. Invisible Users: Youth in the Internet Cafes of Urban Ghana Cambridge, MA: MIT Press
  30. Cabiria J. 2011. Virtual worlds and identity exploration for marginalised people. Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds A Peachey, M Childs 301–21 London: Springer-Verlag [Google Scholar]
  31. Carpignano P. 1999. The shape of the sphere: the public sphere and the materiality of communication. Constellations 6:2177–89 [Google Scholar]
  32. Castronova E. 2006. On the research value of large games: natural experiments in Norrath and Camelot. Games Cult. 1:2163–86 [Google Scholar]
  33. Chee F. 2006. The games we play online and offline: making wang-tta in Korea. Pop. Commun. 4:225–39 [Google Scholar]
  34. Chen M. 2011. Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft Pieterlen, Switz: Peter Lang Int. Acad. Publ.
  35. Cherny L. 1994. Gender differences in text-based virtual reality. Proc. Berkeley Conf. Women Lang., 3rd.102–15 http://www.ghostweather.com/papers/GenderMOO.htm
  36. Cole J, Seko Y, Mancuso K, Ospina A. 2011. GimpGirl grows up: women with disabilities rethinking, redefining, and reclaiming community. New Media Soc. 13:71161–79 [Google Scholar]
  37. Coleman EG. 2010. Ethnographic approaches to digital media. Annu. Rev. Anthropol. 39:487–505 [Google Scholar]
  38. Coleman EG. 2012. Our weirdness is free: the logic of Anonymous, online army, agent of chaos, and seeker of justice. Triple CanopyJan. 13
  39. Consalvo M, Begy J. 2015. Players and Their Pets: Gaming Communities from Beta to Sunset Minneapolis: Univ. Minn. Press
  40. Cooper S, Khatib F, Treuille A, Barbero J, Lee J. et al. 2010. Predicting protein structures with a multiplayer online game. Nature 466:756–60 [Google Scholar]
  41. Cuddy L, Norlinger J. 2009. World of Warcraft and Philosophy: Wrath of the Philosopher King Chicago: Open Court
  42. Damer B. 1998. Avatars! Berkeley, CA: Peachpit Press
  43. DiNicola L. 2012. Geomedia: the reassertion of space within digital culture. See Horst & Miller 2012 80–98
  44. Djorgovski S, Hut P, McMilan S, Vesperini E, Knop R. et al. 2009. Exploring the use of virtual worlds as a scientific research platform: The Meta-Institute for Computational Astrophysics. ICST Lecture Notes, ed, F Lehmann-Grube, J Sablating 230–39 Berlin: Springer Verlag [Google Scholar]
  45. Ducheneaut N. 2010. The chorus of the dead: roles, identity formation, and ritual processes inside an FPS multiplayer online game. Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play JT Wright, DG Embrick, A Lukács 199–222 New York: Lexington Books [Google Scholar]
  46. Duncan S. 2009. Remaking Azeroth. See Cuddy & Norlinger 2009 117–27
  47. Dyer-Witheford N, de Peuter G. 2009. Games of Empire: Global Capitalism and Video Games Minneapolis: Univ. Minn. Press
  48. Earl J, Kimport K. 2011. Digitally Enabled Social Change Cambridge, MA: MIT Press
  49. Ekbia H, Kling R. 2005. Network organizations: symmetric cooperation or multivalent negotiation?. Inf. Soc. 21:1–14 [Google Scholar]
  50. Ekbia H, Mattioli M, Kouper I, Arave G, Ghazinejad A, Bowman T. et al. 2014. Big data, bigger dilemmas: a critical review. J. Assoc. Inf. Sci. Technol. 6681523–45
  51. Ekbia H, Nardi B. 2014. Heteromation and its (dis)contents: the invisible division of labor between humans and machines. First Monday 19:6June 2 [Google Scholar]
  52. Elfenbein T. 2014. Cultural anthropology and the infrastructure of publishing. Cult. Anthropol. 29:2288–303 [Google Scholar]
  53. Ellul J. 1964. The Technological Society New York: Knopf
  54. Faraj S, Azad B. 2012. The materiality of technology: an affordance perspective. Materiality and Organizing: Social Interaction in a Technological World P Leonardi, B Nardi, J Kallinikos 237–58 Oxford, UK: Oxford Univ. Press [Google Scholar]
  55. Faulkner P, Runde J. 2011. The social, the material, and the ontology of non-material technological objects Presented at Eur. Group Organ. Stud. Colloq., Gothenburg, Swed.
  56. Foot K, Schneider S. 2006. Web Campaigning Cambridge, MA: MIT Press
  57. Fuchs C. 2013. Class and exploitation on the Internet. Digital Labor C Fuchs 211–24 London: Routledge [Google Scholar]
  58. Galloway A. 2004. Protocol: How Control Exists After Decentralization Cambridge, MA: MIT Press
  59. Geraci R. 2014. Virtually Sacred Myth and Meaning in World of Warcraft and Second Life Oxford, UK: Oxford Univ. Press
  60. Gibson JJ. 1979. The Ecological Approach to Visual Perception Reading, MA: Houghton Mifflin
  61. Gillespie T, Boczkowski P, Foot K. 2014. Media Technologies: Essays on Communication, Materiality and Society Cambridge, MA: MIT Press
  62. Ginsburg F. 2012. Disability in the digital age. See Horst & Miller 2012 99–126
  63. Golub A. 2010. Being in the World (of Warcraft): raiding, realism, and knowledge production in a massively multiplayer online game. Anthropol. Q. 83:117–45 [Google Scholar]
  64. Granovetter M. 1973. The strength of weak ties. Am. J. Sociol. 78:1360–80 [Google Scholar]
  65. Gray M. 2009. Negotiating identities/queering desires: coming out online and the remediation of the coming-out story. J. Comput.-Mediat. Comm. 14:1162–89 [Google Scholar]
  66. Harlow S. 2012. Social media and social movements: Facebook and an online Guatemalan justice movement that moved offline. New Media Soc. 14:2225–43 [Google Scholar]
  67. Heeks R. 2008. Current analysis and future research agenda on “gold farming”: real-world production in developing countries for the virtual economies of online games Work. Pap. Ser., Pap. 32. Inst. Dev. Policy Manag., Univ. Manch. http://www.sed.manchester.ac.uk/idpm/research/publications/wp/di/di_wp32.htm
  68. Hilty L. 2008. Information Technology and Sustainability: Essays on the Relationship between Information Technology and Sustainable Development Norderstedt, Ger: Herstellung und Verlag: Books on Demand GmbH
  69. Horst H, Herr-Stephenson B, Robinson L. 2010. Media ecologies. Hanging Out, Messing About and Geeking Out M Ito, S Baumer, M Bittanti, d boyd, R Cody 29–78 Cambridge, MA: MIT Press [Google Scholar]
  70. Horst H, Miller D. 2012. Digital Anthropology London: Berg
  71. Humphreys S. 2007. You're in our world now: ownership and access in the proprietary community of an MMOG. Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications Sugumaran V. 2058–72 Hershey, PA: IGI Glob. [Google Scholar]
  72. Humphreys S, de Zwart M. 2012. Griefing, massacres, discrimination and art: the limits of overlapping rule sets in online games. Univ. Calif. Irvine Law Rev. 2:2507–36 [Google Scholar]
  73. Irani L, Silberman S. 2013. Turkopticon: interrupting worker invisibility in Amazon Mechanical Turk. Proc. SIGCHI Conf. Hum. Factors in Comput. Syst.611–20 New York: ACM Press [Google Scholar]
  74. Juris J. 2012. Reflections on #Occupy everywhere: social media, public space, and emerging logics of aggregation. Am. Ethnol. 39:2259–79 [Google Scholar]
  75. Kallinikos J, Ekbia H, Nardi B. 2015. Regimes of information and the paradox of embeddedness: an introduction. Inf. Soc. 31:101–5 [Google Scholar]
  76. Kaptelinin V, Nardi B. 2012. Affordances in HCI: toward a mediated action perspective. Proc. SIGCHI Conf. Hum. Factors in Comput. Syst.967–76 New York: ACM Press [Google Scholar]
  77. Karpf D. 2012. Social science research methods in Internet time. Inf. Commun. Soc. 15:5639–61 [Google Scholar]
  78. Kavada A. 2013. Internet cultures and protest movements: the cultural links between strategy, organizing and online communication. Mediation and Protest Movements B Cammaerts, A Mattoni, P McCurdy 75–94 Bristol, UK: Intellect [Google Scholar]
  79. Kelty C. 2014. The fog of freedom. See Gillespie et al. 2014 195–220
  80. Kendzior S. 2011. Digital distrust: Uzbek cynicism and solidarity in the Internet Age. Am. Ethnol. 38:3559–75 [Google Scholar]
  81. Kiesler S, Siegel J, McGuire T. 1984. Social psychological aspects of computer-mediated communication. Am. Psychol. 39:31123–34 [Google Scholar]
  82. Kosminsky E. 2009. Finding Adam Smith in Azeroth. See Cuddy & Norlinger 2009, pp. 17–26
  83. Kou Y, Nardi B. 2014. Governance in League of Legends: a hybrid system. Proc. Found. Digit. Games April 3–7, Fort Lauderdale, FL
  84. Kow YM, Nardi B. 2009. Culture and creativity: World of Warcraft modding in China and the U.S. See Bainbridge 2009 21–42
  85. Kow YM, Young T. 2013. Media technologies and learning in the StarCraft eSport community. Proc. Comput.-Support. Work Soc. Comput.387–98 New York: Assoc. Comput. Mach. (ACM) [Google Scholar]
  86. Lea M, O'Shea T, Fung P, Spears R. 1992. “Flaming” in computer-mediated communication: observations, explanations, implications. Contexts of Computer-Mediated Communication M Lea 89–112 New York: Harvester Wheatsheaf [Google Scholar]
  87. Lee Y, Lin H. 2011. “Gaming is my work”: identity work among Internet-hobbyist game workers. Work Employ. Soc. 25:3451–67 [Google Scholar]
  88. Lievrouw L. 2011. Alternative and Activist New Media. Cambridge, UK: Polity
  89. Lievrouw L. 2014. Materiality and media in communication and technology studies: an unfinished project. See Gillespie et al. 2014 21–52
  90. Lin H. 2008. Body, space, and gendered gaming experiences: a cultural geography of homes, cybercafés and dormitories. Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Computer Games Y Kafai, C Heeter, J Denner, JY Sun 54–67 Cambridge, MA: MIT Press [Google Scholar]
  91. Lindgren S. 2013. The potential and limitations of Twitter activism: mapping the 2011 Libyan uprising. tripleC 11:1207–20 [Google Scholar]
  92. Linehan C, Bellord G, Kirman B, Morford ZH, Roche B. 2014. Learning curves: analysing pace and challenge in four successful puzzle games. Proc. SIGCHI Conf. Hum. Factors in Comput. Syst.181–90 New York: ACM Press [Google Scholar]
  93. Madianou M, Miller D. 2012. Migration and New Media: Transnational Families and Polymedia New York: Routledge
  94. Malaby T. 2012. Digital gaming, game design and its precursors. See Horst & Miller 2012 288–305
  95. Manning P. 2009. Can the avatar speak?. J. Linguist. Anthropol. 19:2310–25 [Google Scholar]
  96. Mattoni A, Treré E. 2014. Media practices, mediation processes, and mediatization in the study of social movements. Commun. Theory 24:252–71 [Google Scholar]
  97. McKenna B, Gardner L, Myers M. 2011. Social movements in World of Warcraft. Proc. Am. Conf. Inf. Syst., 17th. Pap. 83. http://aisel.aisnet.org/amcis2011_submissions/83
  98. Mercea D. 2012. Digital prefigurative participation: the entwinement of online communication and offline participation in protest events. New Media Soc. 14:153–69 [Google Scholar]
  99. Morie J. 2014. Avatar appearance as prima facie non-verbal communication. See Tanenbaum et al. 2014 77–102
  100. Morningstar C, Farmer R. 1991. The lessons of Lucasfilm's Habitat. Cyberspace: First Steps M Benedikt 273–302 Cambridge, MA: MIT Press [Google Scholar]
  101. Murthy D, Rodriguez A, Kinstler L. 2013. The potential for virtual communities to promote diversity in the sciences. Curr. Sociol. 61:71003–20 [Google Scholar]
  102. Nardi B. 2010. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft Ann Arbor: Univ. Mich. Press
  103. Nardi B, Kow YM. 2010. How we know what (we think) we know about Chinese gold farming. First Monday 15:6June 7 [Google Scholar]
  104. Norman D. 2002. The Design of Everyday Things New York: Basic Books
  105. O'Sullivan P, Flanagin A. 2003. Reconceptualizing “flaming” and other problematic messages. New Media Soc. 5:69–94 [Google Scholar]
  106. Paul C. 2012. Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play London: Routledge
  107. Pearce C. 2009. Communities of Play: Emergent Cultures in Online Games and Virtual Worlds Cambridge, MA: MIT Press
  108. Penney J, Dadas C. 2014. (Re)Tweeting in the service of protest: digital composition and circulation in the Occupy Wall Street movement. New Media Soc. 16:174–90 [Google Scholar]
  109. Pfaffenberger B. 1988. Fetishised objects and humanised nature: towards an anthropology of technology. Man 23:236–52 [Google Scholar]
  110. Pink S, Hjorth L. 2012. Emplaced cartographies: reconceptualising camera phone practices in an age of locative media. Media Int. Aust. 145:145–55 [Google Scholar]
  111. Postigo H. 2010. Modding to the big leagues: exploring the space between modders and the game industry. First Monday 15:5 May 3 [Google Scholar]
  112. Postill J. 2013. Spain's indignados and the mediated aesthetics of nonviolence. The Political Aesthetics of Global Protest: Beyond the Arab Spring P Werbner, K Spellman-Poots, M Webb 341–67 Edinburgh: Edinburgh Univ. Press [Google Scholar]
  113. Rosenbaum R. 1971. Secrets of the Little Blue Box. Esquire Magazine Oct.
  114. Scacchi W. 2010. Computer game mods, modders, modding, and the mod scene. First Monday 15:5 May 3 [Google Scholar]
  115. Schiano D, White S. 1998. The first noble truth of cyberspace: People are people (even when they MOO). Proc. SIGCHI Conf. Hum. Factors in Comput. Syst.352–59 New York: ACM Press [Google Scholar]
  116. Schlovski I, Kotamraju N. 2011. Online contribution practices in countries that engage in internet blocking and censorship. Proc. SIGCHI Conf. Hum. Factors in Comput. Syst.1109–18 New York: ACM Press [Google Scholar]
  117. Segerberg A, Bennett W. 2011. Social media and the organization of collective action: using Twitter to explore the ecologies of two climate change protests. Commun. Rev. 14:3197–215 [Google Scholar]
  118. Simkins D, Steinkuehler C. 2008. Critical ethical reasoning and role-play. Games Cult. 3:3335–55 [Google Scholar]
  119. Snider L. 2014. Interrogating the algorithm: debt, derivatives and the social reconstruction of stock market trading. Crit. Sociol. 40:5747–61 [Google Scholar]
  120. Sood S, Antin J, Churchill E. 2012. Profanity use in online communities. Proc. SIGCHI Conf. Hum. Factors in Comput. Syst.1481–90 New York: ACM [Google Scholar]
  121. Spinuzzi C. 2014. All Edge: Inside the New Workplace Networks Chicago: Univ. Chicago Press
  122. Squire K. 2005. Changing the game: What happens when video games enter the classroom?. J. Online Educ. 1:25–49 [Google Scholar]
  123. Stengers I. 2002. Beyond conversation: the risks of peace. Process and Difference: Between Cosmological and Poststructuralist Postmodernisms C Keller, A Daniell 235–75 Binghamton: State Univ. N. Y. Press [Google Scholar]
  124. Suler J. 2004. The online disinhibition effect. CyberPsychol. Behav. 7:3321–26 [Google Scholar]
  125. Sun W. 2012. Amateur photography as self-ethnography: China's rural migrant workers and the question of digital-political literacy. Media Int. Aust. 145:135–44 [Google Scholar]
  126. Tacchi J. 2012. Digital engagement: voice and participation in development. See Horst & Miller 2012 225–42
  127. Takhteyev Y. 2012. Coding Places: Software Practice in a South American City Cambridge, MA: MIT Press
  128. Tanenbaum J, Seif El-Nasr M, Nixon M. 2014. Nonverbal Communication in Virtual Worlds Pittsburgh, PA: ETC Press
  129. Taylor TL. 1999. Life in virtual worlds: plural existence, multimodalities, and other online research challenges. Am. Behav. Sci. 43:3436–49 [Google Scholar]
  130. Taylor TL. 2002. Living digitally: embodiment in virtual worlds. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments R Scroeder 40–62 London: Springer-Verlag [Google Scholar]
  131. Tempini N. 2015. Information cultivation in PatientsLikeMe: an open, distributed and data-based research platform. Inf. Soc. 31193–211
  132. Terranova T. 2003. Free labor: producing culture for the digital economy. Electron. Book Rev. June 20. http://www.electronicbookreview.com/thread/technocapitalism/voluntary
  133. Treré E. 2012. Social movements as information ecologies: exploring the coevolution of multiple Internet technologies for activism. Int. J. Commun. 6:2359–77 [Google Scholar]
  134. Tufekci Z. 2014. Big questions for social media big data: representativeness, validity and other methodological pitfalls. Proc. Int. AAAI Conf. Weblogs Soc. Media505–14 Palo Alto, CA: Assoc. Adv. Artif. Intell. [Google Scholar]
  135. Tufekci Z, Wilson C. 2012. Social media and the decision to participate in political protest: observations from Tahrir Square. J. Commun. 62:2363–79 [Google Scholar]
  136. Turkle S. 1995. Life on the Screen: Identity in the Age of the Internet New York: Simon & Schuster
  137. Uricchio W. 2011. The algorithmic turn: photosynth, augmented reality and the changing implications of the image. Vis. Stud. 26:125–35 [Google Scholar]
  138. Vaast E, Kaganer E. 2013. Social media affordances and governance in the workplace: an examination of organizational policies. J. Comput.-Mediat. Commun. 19:78–101 [Google Scholar]
  139. Van Dijk J. 2009. Users like you? Theorizing agency in user-generated content. Media Cult. Soc. 31:41–58 [Google Scholar]
  140. Ventrella J. 2014. Virtual gaze: the communicative energy between avatar faces. See Tanenbaum et al. 2014 61–75
  141. Wallis C. 2011. New media practices in China: youth patterns, processes, and politics. Int. J. Commun. 5:406–36 [Google Scholar]
  142. Williams D, Ducheneaut N, Li X. et al. 2006. From tree house to barracks: the social life of guilds in World of Warcraft. Games Cult. 1:338–61 [Google Scholar]
  143. Wilson S, Peterson L. 2002. The anthropology of online communities. Annu. Rev. Anthropol. 31:449–67 [Google Scholar]
  144. Winner L. 1977. Autonomous Technology: Technic Out of Control as a Theme in Political Thought Cambridge, MA: MIT Press
  145. Zhou Y. 2005. Living on the cyber border: “Minjian” political writers in Chinese cyberspace. Curr. Anthropol. 46:5779–803 [Google Scholar]
/content/journals/10.1146/annurev-anthro-102214-014226
Loading
/content/journals/10.1146/annurev-anthro-102214-014226
Loading

Data & Media loading...

  • Article Type: Review Article
This is a required field
Please enter a valid email address
Approval was a Success
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error