Untitled Page 1 Page 2 media culture and society Page 3 SAGE was founded in 1965 by Sara Miller McCune to support the dissemination of usable knowledge by publishing innovative and …
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning …
D Carr - Games and Culture, 2019 - journals.sagepub.com
This article is about textual analysis, methodology, and representations (of bodies, identities and social groups) in digital games. The issues under consideration include textual analysis …
To state that scary video games—or games that have commonly been labeled “survival horror”—are the video game genre par excellence has become, for me, a sort of jingle used …
In recent years, a 'professional'digital gaming industry has emerged in North America: this interconnected series of organisations and leagues host competitive gaming tournaments …
A Harvey, S Fisher - Feminist Media Studies, 2015 - Taylor & Francis
After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of …
J Jansz, C Avis, M Vosmeer - New Media & Society, 2010 - journals.sagepub.com
The Sims is the best selling PC game of all time. It has regularly been stated that its success is partly due to its attraction to a much wider audience than the proverbial male adolescent …
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory …
A Everett, SC Watkins - 2008 - com427spring2017ncsu.wordpress …
The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers …