[图书][B] Online gaming in context: The social and cultural significance of online games

G Crawford, VK Gosling, B Light - 2013 - api.taylorfrancis.com
There is little question of the social, cultural and economic importance of video games in the
world today, with gaming now rivalling the movie and music sectors as a major leisure …

Prank, troll, gross and gore: performance issues in esport live-streaming

VM Karhulahti - Proceedings of DiGRA/FDG 2016 Conference, 2016 - dl.digra.org
This article examines the functions of prank performance and troll performance for the
aesthetics of personal live-streaming, ie the practice of live-streaming one's personal …

Modes of play: A frame analytic account of video game play

S Deterding - 2013 - ediss.sub.uni-hamburg.de
Contemporary theories of video games face a double challenge: While digital convergence
decouples the previously stable bundles of 'media', instrumental play phenomena like …

Offsetting Game—Framing Environmental Issues in the Design of a Serious Game

NV Nygren, V Kankainen, L Brunet - Simulation & Gaming, 2022 - journals.sagepub.com
Background Biodiversity crisis requires researchers to reflect on tools and strategies to
engage with different stakeholders. We propose that serious games can be designed to …

[图书][B] The Wiley handbook of learning technology

N Rushby, D Surry - 2016 - books.google.com
The Wiley Handbook of Learning Technology is an authoritative and up-to-date survey of the
fast-growing field of learning technology, from its foundational theories and practices to its …

Video game framings

A Rockenberger - Gamification: Concepts, methodologies, tools, and …, 2015 - igi-global.com
This chapter discusses the applicability of the concept of 'paratext'(as coined by Gérard
Genette) to audio-visual media in general and to video games in particular. In the first …

[图书][B] Battlefields of negotiation: Control, agency, and ownership in World of Warcraft

R Glas - 2013 - library.oapen.org
The massively multiplayer online role-playing game World of Warcraft has become one of
the most popular computer games of the past decade, introducing millions around the world …

Sociology and role-playing games

JP Williams, D Kirschner, N Mizer… - Role-Playing Game …, 2018 - taylorfrancis.com
This chapter focuses on the sociology of role-playing games (RPGs) will take the variety of
perspectives into account. It aims at interpretivist and constructionist approaches to RPGs …

[图书][B] Online gaming and playful organization

H Warmelink - 2014 - taylorfrancis.com
Online Gaming and Playful Organization explores the cultural impact of gaming on
organizations. While gaming is typically a form of entertainment, this book argues that …

[PDF][PDF] Breaking reality: Exploring pervasive cheating in Foursquare

R Glas - 2015 - library.oapen.org
Breaking reality: Exploring pervasive cheating in Foursquare Page 132 6. Breaking reality:
Exploring pervasive cheating in Foursquare 1 René Glas Introduction ♫ This ain’t Seaworld …