Genre and game studies: Toward a critical approach to video game genres TH Apperley Simulation & gaming 37 (1), 6-23, 2006 | 1132 | 2006 |
Gaming Rhythms: Play and Counterplay from the Situated to the Global T Apperley Institute of Network Cultures, 2010 | 274 | 2010 |
Game studies’ material turn TH Apperley, D Jayemane Deakin University, 2012 | 172 | 2012 |
What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy T Apperley, C Walsh Literacy 46 (3), 115-122, 2012 | 152 | 2012 |
Platform studies’ epistemic threshold T Apperley, J Parikka Games and Culture 13 (4), 349-369, 2018 | 140 | 2018 |
Literacy into action: Digital games as action and text in the English and literacy classroom T Apperley, C Beavis Pedagogies: An International Journal 6 (2), 130-143, 2011 | 138 | 2011 |
A Model for Critical Games Literacy T Apperley, C Beavis Elearning and Digital Media 10 (1), 2013 | 132 | 2013 |
Modding the historians’ code: Historical verisimilitude and the counterfactual imagination T Apperley Playing with the past: Digital games and the simulation of history, 185-198, 2013 | 103 | 2013 |
Gaming Capital: Rethinking Literacy T Apperley, C Walsh AARE, 2008 | 91* | 2008 |
Literacy in the digital age: Learning from computer games C Beavis, T Apperley, C Bradford, J O’mara, C Walsh English in Education 43 (2), 162-175, 2009 | 71 | 2009 |
What game studies can teach us about videogames in the English and Literacy classroom T Apperley Australian Journal of Language and Literacy 33 (1), 12-23, 2010 | 68 | 2010 |
Counterfactual communities: Strategy games, paratexts and the player’s experience of history T Apperley Open Library of Humanities 4 (1), 2018 | 60 | 2018 |
The body of the gamer: game art and gestural excess TH Apperley Digital Creativity 24 (2), 145-156, 2013 | 49 | 2013 |
Virtual unaustralia: Videogames and Australia's colonial history TH Apperley Proc. of Cultural Studies Association of Australasias Annual, UNAUSTRALIA, 2006 | 42 | 2006 |
(Re-) orienting the video game avatar L de Wildt, TH Apperley, J Clemens, R Fordyce, S Mukherjee Games and Culture 15 (8), 962-981, 2020 | 38 | 2020 |
'Turning around'to the affordances of digital games: English curriculum and students' lifeworlds C Beavis, C Walsh, C Bradford, J O'Mara, T Apperley, A Gutierrez English in Australia 50 (2), 30-40, 2015 | 34 | 2015 |
Haptic ambience: Ambient play, the haptic effect and co-presence in Pokémon GO T Apperley, K Moore Convergence 25 (1), 6-17, 2019 | 33 | 2019 |
Postdigital interfaces and the aesthetics of recruitment D Jayemanne, B Nansen, TH Apperley Transactions of the Digital Games Research Association 2 (3), 2016 | 27 | 2016 |
Postdigital literacies: Materiality, mobility and the aesthetics of recruitment T Apperley, D Jayemanne, B Nansen Literacy, Media, Technology: Past, Present, and Future. London: Bloomsbury, 2016 | 26 | 2016 |
The biopolitics of gaming: Avatar-player self-reflexivity in Assassin’s Creed II T Apperley, J Clemens Deakin University, 2015 | 24 | 2015 |