[图书][B] Play between worlds: Exploring online game culture

TL Taylor - 2009 - books.google.com
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the
truism that computer games are isolating and alienating, and offers insights into broader …

[图书][B] Gender and popular culture

K Milestone, A Meyer - 2020 - books.google.com
This fully updated second edition of Gender and Popular Culture examines the role of
popular culture in the construction of gendered identities in contemporary society. It draws …

How to get the girls gaming: A literature study on inclusive design

P Mozelius, N Humble, L Sällvin… - … on Game Based …, 2022 - books.google.com
Gaming is a ubiquitous activity today where many children spend considerable amounts of
time playing various games. Serious games have also become a mainstream educational …

Maps of digital desires: Exploring the topography of gender and play in online games

N Yee - 2008 - direct.mit.edu
In one corner of the game World of Warcraft, forty players have just gathered in Molten Core
to begin their weekly raid. Every Friday night, these players spend five to ten hours working …

Dijital oyun tercihi ve oyun tercih nedeni ile Cinsiyet, sinif düzeyi ve öğrenme stili arasindaki ilişkiler üzerine bir çalişma

FK Pala, M Erdem - Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi …, 2011 - dergipark.org.tr
Bu çalışma üniversite öğrencilerinin dijital oyun tercihleri ve oyun tercih nedenleri ile
cinsiyet, sınıf düzeyi ve öğrenme stilleri arasındaki ilişkileri belirlemek üzere …

Serious play: Literacy, learning and digital games

C Beavis - Serious play, 2017 - taylorfrancis.com
This chapter describes aims, structure, organisation and activities of the Serious Play
project. It aims to explore: Games were introduced across a range of subject areas, as …

Girls playing games: Rethinking stereotypes

J Jenson, S de Castell, S Fisher - … of the 2007 conference on Future Play, 2007 - dl.acm.org
This paper reports on findings from a three-year, Canadian federally funded research project
entitled" Education, Gender and Gaming". Our study of gender and digital game-playing was …

" No girls on the internet": The experience of female gamers in the masculine space of violent gaming

C Assunção - Press Start, 2016 - press-start.gla.ac.uk
The experience of female gamers in the masculine space of violent videogame playing was
explored. Hypotheses concerned identity management strategies used online as well as …

Dijital oyun oynama tutumu ölçeği (DOOTÖ): Geçerlik ve güvenirlik çalışması

GT Demir, TM Bozkurt - Sportif Bakış: Spor ve Eğitim Bilimleri …, 2019 - dergipark.org.tr
Bu araştırmada, üniversite öğrencilerinin dijital oyun oynamaya yönelik tutumlarını geçerli ve
güvenilir şekilde ölçebilecek bir ölçüm aracının geliştirilmesi amaçlanmıştır. Araştırmaya …

[图书][B] Perceiving play: The art and study of computer games

TE Mortensen - 2009 - books.google.com
" Computer games are increasingly prevalent, and cause both curiosity and concern in the
general public, so understanding these games and play is important. Game researchers …