Celia Pearce

ORCID: 0009-0005-5466-8190
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Digital Games and Media
  • Educational Games and Gamification
  • Innovative Human-Technology Interaction
  • Impact of Technology on Adolescents
  • Artificial Intelligence in Games
  • Art, Technology, and Culture
  • Cinema and Media Studies
  • Gender, Feminism, and Media
  • Digital Storytelling and Education
  • Tourism, Volunteerism, and Development
  • Teaching and Learning Programming
  • Augmented Reality Applications
  • Speech and dialogue systems
  • Participatory Visual Research Methods
  • Computer Graphics and Visualization Techniques
  • Theatre and Performance Studies
  • Wikis in Education and Collaboration
  • Open Source Software Innovations
  • Crafts, Textile, and Design
  • Sexuality, Behavior, and Technology
  • Gambling Behavior and Treatments
  • Social and Cultural Dynamics
  • Crime and Detective Fiction Studies
  • Martial Arts: Techniques, Psychology, and Education
  • Interdisciplinary Research and Collaboration

Universidad del Noreste
2014-2017

Northeastern University
2015-2016

Georgia Institute of Technology
2007-2014

University of California, Irvine
2005

S.P.E.C.I.E.S.
2003

The University of Adelaide
2003

Friends United
1998

Momentum Research
1997

The odyssey of a group refugees from closed-down online game and an exploration emergent fan cultures in virtual worlds.

10.5860/choice.47-4848 article EN Choice Reviews Online 2010-05-01

This article describes a study conducted in the summer of 2006 aimed at exploring play patterns and lifestyles gamers who fall into loose demographic “Baby Boomers,” typically defined as people born between 1946 1964. independent study, including more than 300 participants, combined quantitative qualitative techniques to paint multifaceted picture gaming tastes this understudied population. The findings show that Baby Boomers comprise vibrant video game audience, they are devoted players,...

10.1177/1555412008314132 article EN Games and Culture 2008-02-13

In this article, the author argues against assertion, originating with “canonical” game studies texts such as Homo Ludens and Man, Play, Games, that inherent in definition of games is they are “unproductive.” Instead, she makes a case for notion productive play, which creative production its own sake (as opposed to hire) an active integral part play activities, particularly those enabled by networks. Citing from her recent ethnographic research studying intergame immigration between...

10.1177/1555412005281418 article EN Games and Culture 2005-12-08

This paper presents preliminary findings from our empirical study of the cognition employed by performers in improvisational theatre. Our has been conducted a laboratory setting with local improvisers. Participants performed predesigned improv "games", which were videotaped and shown to each individual participant for retrospective protocol collection. The participants then video again as group elicit data on dynamics, misunderstandings, etc. initial that we have built based analysis...

10.1145/1640233.1640253 article EN 2009-10-26

10.1016/s0097-8493(01)00175-3 article EN Computers & Graphics 2002-02-01

research-article Share on Words with friends: writing collaboratively online Authors: Tom Boellstorff University of California, Irvine IrvineView Profile , Bonnie Nardi Celia Pearce Georgia Institute Technology TechnologyView T. L. Taylor Massachusetts Authors Info & Claims InteractionsVolume 20Issue 5September + October 2013 pp 58–61https://doi.org/10.1145/2501987Published:01 September 2013Publication History 17citation1,332DownloadsMetricsTotal Citations17Total Downloads1,332Last 12...

10.1145/2501987 article EN interactions 2013-09-01

This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in early 1970s United States as response to Vietnam War, against backdrop dramatic social economic change fueled looming energy crisis, civil rights, feminism, unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), Christo Jean-Claude (Valley Curtain) responded kind these environmental sociopolitical quandaries with their...

10.1177/1555412007304420 article EN Games and Culture 2007-07-01

eBee is a strategic board game that merges quilting, e-textiles and design to bridge the gender, ethnic generation gap in electronics. The revolves around placing quilted tiles embedded with conductive fabric on hexagonal grid. goal complete circuit by laying path of between centralized hub or power source, satellite islands illuminate when completed. aims merge social contexts female-friendly experience quilting bee, multi-generational appeal game, techno-creative practices maker movement....

10.1145/2851581.2891099 article EN 2016-05-06

eBee is a game that integrates quilting and soft circuits with the goal of bridging disparate communities making crafting through intergenerational play. In this paper, we describe design process for our goals bringing social, creative, cooperative values associated community to new kind experience. Using an affordance-driven process, identify space potential games ripe exploration.

10.1145/3102071.3102102 article EN 2017-08-14

The 1987 West and Zimmerman article ‘Doing gender’ argues that throughout our daily lives, we are always ‘doing gender’, reinforcing what is acceptable behaviour for females males according to socially defined gender roles. Through the examination of a qualitative study, this explores relationship between ‘playing in online virtual worlds, comparing differences conception performance Second Life, primarily social world, Guild Wars, role-playing game. It also players’ perceptions their own...

10.1386/jgvw.3.2.125_1 article EN Journal of Gaming & Virtual Worlds 2011-07-15
Coming Soon ...