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T. Kennedy: Research & Teaching

An overview of my research and teaching projects to date. Last Updated October 2008.

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T. Kennedy: Research & Teaching

  1. 1. Tracy L.M. Kennedy PhD Candidate Graduate Department of Sociology University of Toronto 725 Spadina Ave. Toronto, ON M5S 2J4 [email_address]
  2. 3. Tracy L.M. Kennedy <ul><li>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. </li></ul>
  3. 4. Current Research Areas <ul><li>ICTs, Families & Households </li></ul><ul><li>Digital culture, Video Games, Gaming & Virtual Worlds </li></ul>
  4. 5. ICTs, Families & Households <ul><li>Publications: </li></ul><ul><li>Kennedy, Tracy & B. Wellman (2007). “Networked Households” in Information, Communication and Society , Vol 10 (5), pp 644-669. </li></ul><ul><li>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. </li></ul><ul><li>Kennedy, Tracy (2006). “ Gender and the Household Internet” in the Gender and Information Technology Encyclopedia, (ed) Eileen M. Trauth. Information Science Publishing. </li></ul><ul><li>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. </li></ul><ul><li>Viseu, A., Clement, A., Aspinal J. & Tracy Kennedy (2006). &quot;The Interplay of Public and Private Spaces in Internet Access&quot;, in Information, Communication & Society, Vol 9 (5), pp. 633-656. </li></ul><ul><li>Clement, A., Viseu, A., Aspinal, J. & Tracy Kennedy (2004). &quot;Public Access, Personal Privacy And Media Interweaving In Everyday Internet Experiences: Exploring Current Policy Concerns Via A 'Neighbourhood Ethnography'&quot; in (eds) Leslie Shade & Marita Moll, Seeking Convergence in Policy and Practice. Canadian Centre for Policy Alternatives: Ottawa, pp 245-282. </li></ul><ul><li>Kennedy, Tracy, B. Wellman & K. Klement (2003). &quot;Gendering the Digital Divide&quot; in IT & Society, Vol 1 (5) Summer 2003, pp 149-172. </li></ul>
  5. 6. Everyday Internet Project Feb 2003-Dec 2004 <ul><li>Toronto, Ontario </li></ul><ul><li>Investigated the everyday experiences of regular domestic internet users in light of the broad policy/design issues of accessibility, privacy and ‘(de)personalization’ </li></ul><ul><li>Neighbourhood ethnography </li></ul><ul><li>Interviews </li></ul><ul><li>Citizen policy panels </li></ul>
  6. 7. Connected Lives Project 2003-Present <ul><li>East York – borough of Toronto, Ontario </li></ul><ul><li>Focused analysis of how the Internet is embedded in everyday life </li></ul><ul><li>How Internet users and non-users engage in social relationships inside & outside the home </li></ul><ul><li>Surveys </li></ul><ul><li>Interviews </li></ul>
  7. 8. Connected Lives North 2005-Present <ul><li>Chapleau, Ontario </li></ul><ul><li>Introduction of High-speed Internet to a Northern Ontario Rural Community </li></ul><ul><li>Focused on the relationship between ICTs, Social Interaction & Social Capital </li></ul><ul><li>Surveys </li></ul><ul><li>Interviews </li></ul>
  8. 9. Community & Technologies Research Group, Microsoft June 2007-Aug 2007 <ul><li>Investigated households that play video games together & the impact of gaming on family life </li></ul><ul><li>Home Ethnographies </li></ul><ul><li>Interviews </li></ul>
  9. 10. The Pew Internet & American Life Project - Networked Families Nov 2007-Oct 2008 <ul><li>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. </li></ul>
  10. 11. Digital culture, Video Games, Gaming & Virtual Worlds <ul><li>Conference Presentations: </li></ul><ul><li>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”. </li></ul><ul><li>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”. </li></ul><ul><li>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?” </li></ul><ul><li>Conference presenter (with J. Robinson & G. Sinclair) at Association of Internet Researchers, Vancouver, BC, October, 2007: “ Modding the Metaverse; The Pedagogy of Participation” </li></ul><ul><li>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”. </li></ul><ul><li>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” </li></ul>
  11. 12. Virtual Centre for Digital Media Oct 2006-Oct 2007 <ul><li>Investigated interactive and empowering pedagogical styles of learning and knowledge construction inside and outside the classroom using the Virtual World Second Life </li></ul>
  12. 13. Community & Technologies Research Group, Microsoft June 2007-Aug 2007 <ul><li>Examined the importance of virtual social networks in women’s online gaming community </li></ul><ul><li>Case Study Of GamerchiX </li></ul><ul><li>Content analysis </li></ul><ul><li>Interviews </li></ul><ul><li>Ethnography </li></ul><ul><li>Network analysis </li></ul>
  13. 14. Virtual World Environment Project: EverQuest 2 Oct 2007-Present <ul><li>Examines the motivations, social practices & meanings of role-playing in virtual worlds </li></ul><ul><li>Survey data (with SOE) </li></ul><ul><li>Interviews </li></ul><ul><li>Virtual Ethnography </li></ul>
  14. 15. Teaching Areas <ul><li>2002-Present: </li></ul><ul><li>Internet, Cyberculture, Gaming & Virtual Worlds </li></ul><ul><li>Technology, ICTS, Web 2.0, Web 3D </li></ul><ul><li>Gender, Families & Households </li></ul><ul><li>Media </li></ul><ul><li>Mass Culture </li></ul><ul><li>Qualitative Research Methods </li></ul>
  15. 16. Engaging students in new ways <ul><li>Keeping up with student needs </li></ul><ul><li>Preparing students for ICT workforce </li></ul><ul><li>Blended Reality Teaching </li></ul><ul><li>Applying traditional theories & concepts to new social spaces </li></ul>4 th year students in Second Life ‘ Cultural Studies of Virtual Worlds’ Professor Tracy