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Publication search results
found 26 matches
- 2011
- Jessica Aldred, Brian Greenspan:
A Man Chooses, A Slave Obeys: BioShock and the Dystopian Logic of Convergence. Games Cult. 6(5): 479-496 (2011) - Robertson Allen:
The Unreal Enemy of America's Army. Games Cult. 6(1): 38-60 (2011) - Joanna Barwick, James Dearnley, Adrienne Muir:
Playing Games With Cultural Heritage: A Comparative Case Study Analysis of the Current Status of Digital Game Preservation. Games Cult. 6(4): 373-390 (2011) - André Brock:
"When Keeping it Real Goes Wrong": Resident Evil 5, Racial Representation, and Gamers. Games Cult. 6(5): 429-452 (2011) - Rebecca Carlson, Jonathan Corliss:
Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference. Games Cult. 6(1): 61-82 (2011) - Jonathan Corliss:
Introduction: The Social Science Study of Video Games. Games Cult. 6(1): 3-16 (2011) - Timothy Crick:
The Game Body: Toward a Phenomenology of Contemporary Video Gaming. Games Cult. 6(3): 259-269 (2011) - Alison Gazzard, Alan Peacock:
Repetition and Ritual Logic in Video Games. Games Cult. 6(6): 499-512 (2011) - Victoria K. Gosling, Garry Crawford:
Game Scenes: Theorizing Digital Game Audiences. Games Cult. 6(2): 135-154 (2011) - Todd Harper:
Rules, Rhetoric, and Genre: Procedural Rhetoric in Persona 3. Games Cult. 6(5): 395-413 (2011) - Barry Ip:
Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings. Games Cult. 6(2): 103-134 (2011) - Barry Ip:
Narrative Structures in Computer and Video Games: Part 2: Emotions, Structures, and Archetypes. Games Cult. 6(3): 203-244 (2011) - Kirsi Pauliina Kallio, Frans Mäyrä, Kirsikka Kaipainen:
At Least Nine Ways to Play: Approaching Gamer Mentalities. Games Cult. 6(4): 327-353 (2011) - Shannon Kennedy-Clark, Kate Thompson:
What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why? Games Cult. 6(6): 513-537 (2011) - Patricia G. Lange:
Learning Real-Life Lessons From Online Games. Games Cult. 6(1): 17-37 (2011) - Petri Lankoski:
Player Character Engagement in Computer Games. Games Cult. 6(4): 291-311 (2011) - Holin Lin, Chuen-Tsai Sun:
Cash Trade in Free-to-Play Online Games. Games Cult. 6(3): 270-287 (2011) - Silvia Lindtner, Paul Dourish:
The Promise of Play: A New Approach to Productive Play. Games Cult. 6(5): 453-478 (2011) - Casey O'Donnell:
The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon. Games Cult. 6(1): 83-100 (2011) - Jeff Rush:
Embodied Metaphors: Exposing Informatic Control Through First-Person Shooters. Games Cult. 6(3): 245-258 (2011) - Marcus Schulzke:
How Games Support Associational Life: Using Tocqueville to Understand the Connection. Games Cult. 6(4): 354-372 (2011) - Bob De Schutter:
Never Too Old to Play: The Appeal of Digital Games to an Older Audience. Games Cult. 6(2): 155-170 (2011) - Steve Spittle:
"Did This Game Scare You? Because it Sure as Hell Scared Me!" F.E.A.R., the Abject and the Uncanny. Games Cult. 6(4): 312-326 (2011) - Alasdair G. Thin, Lisa Hansen, Danny McEachen:
Flow Experience and Mood States While Playing Body Movement-Controlled Video Games. Games Cult. 6(5): 414-428 (2011) - Lori C. Walters, Darin E. Hughes, Charles E. Hughes:
Interconnections: Revisiting the Future. Games Cult. 6(6): 538-559 (2011) - Dmitri Williams, Tracy L. M. Kennedy, Robert J. Moore:
Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs. Games Cult. 6(2): 171-200 (2011)
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retrieved on 2024-11-28 17:09 CET from data curated by the dblp team
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