This project provides a reflective ethnographic description of gaming. On the basis of participant observation among dorm friends who often play computer games, such as Halo/Halo2, the author analyzes the process of exposure and socialization into the gaming culture.
The university offers an extraordinary opportunity to study and document student communities, life, and culture. This collection includes research on the activities, clubs, and durable social networks that comprise sometimes the greater portion of the university experience for students.
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