Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here to sign up for SAGE Journal Email Alerts today!

Sign In to gain access to subscriptions and/or personal tools.
Convergence: The International Journal of Research into New Media Technologies
This Article
Right arrow Full Text (PDF)
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via HighWire
Right arrow Citing Articles via Google Scholar
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Bruckman, A.
Right arrow Articles by Resnick, M.
Right arrow Search for Related Content
Social Bookmarking
 Add to CiteULike   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati  
What's this?

The MediaMOO Project

Constructionism and Professional Community

Amy Bruckman

Mitchel Resnick

MediaMOO is a text-based, networked, virtual reality environment designed to enhance professional community among media researchers. MediaMOO officially opened on 20 January 1993 and as of December 1994 has more than 1000 members from 29 countries. An application is required to join, and only those actively engaged in media research are admitted

Convergence: The International Journal of Research into New Media Technologies, Vol. 1, No. 1, 94-109 (1995)
DOI: 10.1177/135485659500100110


Add to CiteULike CiteULike   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati    What's this?


This article has been cited by other articles:


Home page
Games and CultureHome page
A. de Souza e Silva and G. C. Delacruz
Hybrid Reality Games Reframed: Potential Uses in Educational Contexts
Games and Culture, July 1, 2006; 1(3): 231 - 251.
[Abstract] [PDF]