t. kennedy: research & teaching
DESCRIPTION
An overview of my research and teaching projects to date. Last Updated October 2008.TRANSCRIPT
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Tracy L.M. Kennedy
PhD CandidateGraduate Department of Sociology
University of Toronto725 Spadina Ave.
Toronto, ON M5S [email protected]
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Tracy L.M. Kennedy• I’ve been researching
society & the internet since 1995. In the last 13 years, I’ve investigated how people use the internet – from websites, email and blogging to games, gaming and virtual worlds - and how these have become integrated into our daily lives. I look at the social and cultural issues that surface as new technologies become more pervasive.
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Current Research AreasICTs, Families & Households Digital culture, Video
Games, Gaming & Virtual Worlds
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ICTs, Families & HouseholdsPublications:• Kennedy, Tracy & B. Wellman (2007). “Networked Households” in Information,
Communication and Society, Vol 10 (5), pp 644-669.• Kennedy, Tracy (2007). “Working @ Home: Negotiating Space & Place” in ICTs and Emerging
Business Practices, (eds) Yuichi Washida & Shenja van der Graaf. Idea Publishing, pp 257-279.• Kennedy, Tracy (2006). “Gender and the Household Internet” in the Gender and Information
Technology Encyclopedia, (ed) Eileen M. Trauth. Information Science Publishing.• Wellman, B. & B. Hogan with J. Boase, K. Berg, J. Carrasco, J. Kayahara, & Tracy Kennedy
(2006). “Connected Lives: The Project” in Networked Neighbourhoods: The Connected Community in Context, (ed) Patrick Purcell. Berlin: Springer, pp 161-216.
• Viseu, A., Clement, A., Aspinal J. & Tracy Kennedy (2006). "The Interplay of Public and Private Spaces in Internet Access", in Information, Communication & Society, Vol 9 (5), pp. 633-656.
• Clement, A., Viseu, A., Aspinal, J. & Tracy Kennedy (2004). "Public Access, Personal Privacy And Media Interweaving In Everyday Internet Experiences: Exploring Current Policy Concerns Via A 'Neighbourhood Ethnography'" in (eds) Leslie Shade & Marita Moll, Seeking Convergence in Policy and Practice. Canadian Centre for Policy Alternatives: Ottawa, pp 245-282.
• Kennedy, Tracy, B. Wellman & K. Klement (2003). "Gendering the Digital Divide" in IT & Society, Vol 1 (5) Summer 2003, pp 149-172.
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Everyday Internet ProjectFeb 2003-Dec 2004
• Toronto, Ontario• Investigated the everyday
experiences of regular domestic internet users in light of the broad policy/design issues of accessibility, privacy and ‘(de)personalization’
• Neighbourhood ethnography
• Interviews• Citizen policy panels
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Connected Lives Project2003-Present
• East York – borough of Toronto, Ontario
• Focused analysis of how the Internet is embedded in everyday life
• How Internet users and non-users engage in social relationships inside & outside the home
• Surveys• Interviews
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Connected Lives North2005-Present
• Chapleau, Ontario• Introduction of High-
speed Internet to a Northern Ontario Rural Community
• Focused on the relationship between ICTs, Social Interaction & Social Capital
• Surveys• Interviews
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Community & Technologies Research Group, Microsoft
June 2007-Aug 2007
• Investigated households that play video games together & the impact of gaming on family life
• Home Ethnographies• Interviews
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The Pew Internet & American Life Project - Networked Families
Nov 2007-Oct 2008
Investigates the prevalence of ICTs in American households and examines how household members use ICTs communicate, organize daily routines and schedules, and spend time together.
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Digital culture, Video Games, Gaming & Virtual Worlds
Conference Presentations:• Conference presenter (with D. Williams & R. Moore) at Association of Internet Researchers, Copenhagen,
Denmark, October 2008: “Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs”.
• Conference presenter (with D. Williams & R. Moore) at Games, Learning & Society, Madison, Wisconsin, July 2008: “The Virtual World Exploratorium Project: Initial Findings and Future Directions”.
• Conference presenter at Video Gaming at University of Toronto: Technical, Legal and Social Dimensions, Bell University Labs, May 2008: “Women & Gaming: What can social research can tell us about the ‘non-traditional’ gamer?”
• Conference presenter (with J. Robinson & G. Sinclair) at Association of Internet Researchers, Vancouver, BC, October, 2007: “Modding the Metaverse; The Pedagogy of Participation”
• Conference presenter at American Sociology Association – Communication, Information & Technologies Mini-Conference, New York/Second Life, August 2007: “Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players”.
• Conference presenter (with J. Robinson) at American Sociology Association – Communication, Information & Technologies Mini-Conference, New York/Second Life, August 2007: “Participatory Pedagogy: Challenging ‘Real Life’ Practices of Educational Institutions in Virtual Worlds”
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Virtual Centre for Digital MediaOct 2006-Oct 2007
• Investigated interactive and empowering pedagogical styles of learning and knowledge construction inside and outside the classroom using the Virtual World Second Life
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Community & Technologies Research Group, Microsoft
June 2007-Aug 2007
• Examined the importance of virtual social networks in women’s online gaming community
• Case Study Of GamerchiX• Content analysis • Interviews• Ethnography• Network analysis
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Virtual World Environment Project: EverQuest 2
Oct 2007-Present
• Examines the motivations, social practices & meanings of role-playing in virtual worlds
• Survey data (with SOE)• Interviews• Virtual Ethnography
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Teaching Areas
2002-Present:• Internet, Cyberculture,
Gaming & Virtual Worlds• Technology, ICTS, Web 2.0,
Web 3D• Gender, Families &
Households• Media • Mass Culture• Qualitative Research Methods
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Engaging students in new ways
• Keeping up with student needs
• Preparing students for ICT workforce
• Blended Reality Teaching• Applying traditional
theories & concepts to new social spaces
4th year students in Second Life‘Cultural Studies of Virtual Worlds’
Professor Tracy
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