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Games and Culture, Volume 6
Volume 6, Number 1, January 2011
- Jonathan Corliss:
Introduction: The Social Science Study of Video Games. 3-16 - Patricia G. Lange:
Learning Real-Life Lessons From Online Games. 17-37 - Robertson Allen:
The Unreal Enemy of America's Army. 38-60 - Rebecca Carlson, Jonathan Corliss:
Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference. 61-82 - Casey O'Donnell:
The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon. 83-100
Volume 6, Number 2, March 2011
- Barry Ip:
Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings. 103-134 - Victoria K. Gosling, Garry Crawford:
Game Scenes: Theorizing Digital Game Audiences. 135-154 - Bob De Schutter:
Never Too Old to Play: The Appeal of Digital Games to an Older Audience. 155-170 - Dmitri Williams, Tracy L. M. Kennedy, Robert J. Moore:
Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs. 171-200
Volume 6, Number 3, May 2011
- Barry Ip:
Narrative Structures in Computer and Video Games: Part 2: Emotions, Structures, and Archetypes. 203-244 - Jeff Rush:
Embodied Metaphors: Exposing Informatic Control Through First-Person Shooters. 245-258 - Timothy Crick:
The Game Body: Toward a Phenomenology of Contemporary Video Gaming. 259-269 - Holin Lin, Chuen-Tsai Sun:
Cash Trade in Free-to-Play Online Games. 270-287
Volume 6, Number 4, July 2011
- Petri Lankoski:
Player Character Engagement in Computer Games. 291-311 - Steve Spittle:
"Did This Game Scare You? Because it Sure as Hell Scared Me!" F.E.A.R., the Abject and the Uncanny. 312-326 - Kirsi Pauliina Kallio, Frans Mäyrä, Kirsikka Kaipainen:
At Least Nine Ways to Play: Approaching Gamer Mentalities. 327-353 - Marcus Schulzke:
How Games Support Associational Life: Using Tocqueville to Understand the Connection. 354-372 - Joanna Barwick, James Dearnley, Adrienne Muir:
Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation. 373-390
Volume 6, Number 5, September 2011
- Todd Harper:
Rules, Rhetoric, and Genre: Procedural Rhetoric in Persona 3. 395-413 - Alasdair G. Thin, Lisa Hansen, Danny McEachen:
Flow Experience and Mood States While Playing Body Movement-Controlled Video Games. 414-428 - André Brock:
"When Keeping it Real Goes Wrong": Resident Evil 5, Racial Representation, and Gamers. 429-452 - Silvia Lindtner, Paul Dourish:
The Promise of Play: A New Approach to Productive Play. 453-478 - Jessica Aldred, Brian Greenspan:
A Man Chooses, A Slave Obeys: BioShock and the Dystopian Logic of Convergence. 479-496
Volume 6, Number 6, November 2011
- Alison Gazzard, Alan Peacock:
Repetition and Ritual Logic in Video Games. 499-512 - Shannon Kennedy-Clark, Kate Thompson:
What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why? 513-537 - Lori C. Walters, Darin E. Hughes, Charles E. Hughes:
Interconnections: Revisiting the Future. 538-559
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