[引用][C] The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst

CA Paul - 2018 - books.google.com
An avid gamer and sharp media critic explains meritocracy's negative contribution to video
game culture—and what can be done about it Video games have brought entertainment …

Game localization

M O'hagan, C Mangiron - 2013 - torrossa.com
The objective of this book is to introduce the specialized translation sub-domain known as
“game localization”(Chandler 2005) within the more established domain of localization. In …

What is video game culture? Cultural studies and game studies

A Shaw - Games and culture, 2010 - journals.sagepub.com
What is video game culture, however? What does it mean to have a culture defined by the
consumption of a particular medium? Moreover, what are the implications of defining this …

[图书][B] Developer's dilemma: The secret world of videogame creators

C O'Donnell - 2014 - books.google.com
An examination of work—including the organization of work and the market forces that
surround it—through the lens of the collaborative practice of game development. Rank-and …

Game object model version II: a theoretical framework for educational game development

A Amory - Educational Technology Research and Development, 2007 - Springer
Complex computer and video games may provide a vehicle, based on appropriate
theoretical concepts, to transform the educational landscape. Building on the original game …

[图书][B] Japanese culture through videogames

R Hutchinson - 2019 - taylorfrancis.com
Examining a wide range of Japanese videogames, including arcade fighting games, PC-
based strategy games and console JRPGs, this book assesses their cultural significance …

Interactive digital narrative

H Koenitz, G Ferri, M Haahr, D Sezen… - History, Theory and …, 2015 - api.taylorfrancis.com
The book is concerned with narrative in digital media that changes according to user input—
Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future …

The ethics of gamification in a marketing context

AS Thorpe, S Roper - Journal of business ethics, 2019 - Springer
Gamification is an increasingly common marketing tool. Yet, to date, there has been little
examination of its ethical implications. In light of the potential implications of this type of …

[图书][B] Zines in third space: Radical cooperation and borderlands rhetoric

AC Licona - 2012 - books.google.com
Develops third-space theory by engaging with zines produced by feminists and queers of
color. Zines in Third Space develops third-space theory with a practical engagement in the …

Parental acceptance of digital game-based learning

J Bourgonjon, M Valcke, R Soetaert, B De Wever… - Computers & …, 2011 - Elsevier
In research about digital game-based learning, the likely negative perceptions of parents are
often enlisted as a barrier toward the adoption of games in classroom settings. Teachers …