Video games + Social aspects
Label
Video games + Social aspects
Name
Video games + Social aspects
Sub focus
Actions
Incoming Resources
- Children, gender, video games, towards a relational approach to multimedia, Valerie Walkerdine
- Online a lot of the time, ritual, fetish, sign, Ken Hillis
- Expressive processing, digital fictions, computer games and software studies, Noah Wardrip-Fruin
- Games of empire, global capitalism and video games, Nick Dyer-Witheford and Greig de Peuter
- Metagaming, playing, competing, spectating, cheating, trading, making, and breaking videogames, Stephanie Boluk and Patrick LeMieux
- Future gaming, creative interventions in video game culture, Paolo Ruffino
- Game work, language, power, and computer game culture, Ken S. McAllister
- Trigger happy, the inner life of videogames, Steven Poole
- The persistence of code in game engine culture, Eric Freedman
- Death by video game, danger, pleasure, and obsession on the virtual frontline, Simon Parkin
- Raising a screen-smart kid, embrace the good and avoid the bad in the digital age, Julianna Miner
- Game worlds get real, how who we are online became who we are offline, Zek Valkyrie
- Online a lot of the time, ritual, fetish, sign, Ken Hillis
- Playing along, digital games, YouTube, and virtual performance, Kiri Miller
- Gaming at the edge, sexuality and gender at the margins of gamer culture, Adrienne Shaw
- Introduction to game analysis, Clara Fernández-Vara
- Children, gender, video games, towards a relational approach to multimedia, Valerie Walkerdine
- Play between worlds, exploring online game culture., T.L. Taylor
- How to do things with videogames, Ian Bogost
- Digital diversions, youth culture in the age of multimedia, edited by Julian Sefton-Green
- The Warcraft civilization, social science in a virtual world, William Sims Bainbridge
- Codename revolution, the Nintendo Wii platform, Steven E. Jones and George K. Thiruvathukal
- Introduction to game analysis, Clara Fernandez-Vara
- Video kids, making sense of Nintendo, Eugene Provenzo Jr.
- Games and gaming, an introduction to new media, Larissa Hjorth
- Screenplay, cinema / videogames / interfaces, edited by Geoff King & Tanya Krzywinska
- Gamification for dummies, by Kris Duggan, Katherine Shoup
- Powering up, are computer games changing our lives?, Rebecca Mileham
- The art of videogames, Grant Tavinor
- Persuasive games, the expressive power of videogames, Ian Bogost
- Gameplay mode, war, simulation, and technoculture, Patrick Crogan
- Gaming, essays on algorithmic culture, Alexander R. Galloway
- Digital culture, play, and identity, a World of Warcraft reader, edited by Hilde G. Corneliussen and Jill Walker Rettberg
- First person, new media as story, performance, and game, edited by Noah Wardrip-Fruin and Pat Harrigan ; designed by Michael Crumpton
- Values at play in digital games, Mary Flanagan and Helen Nissenbaum
- Videogames, design, play, disrupt, edited by Marie Foulston and Kristian Volsing
- Reality is broken, why games make us better and how they can change the world, Jane McGonigal
- Playful identities, the ludification of digital media cultures, edited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens
- Digital culture, play, and identity, a World of Warcraft reader, edited by Hilde G. Corneliussen and Jill Walker Rettberg
- Gaming rhythms, play and counterplay from the situated to the global, Tom Apperley
- The state of play, creators and critics on video game culture, edited by Daniel Goldberg & Linus Larsson
- Digital cityscapes, merging digital and urban playspaces, edited by Adriana de Souza e Silva & Daniel M. Sutko
- Digital generations, children, young people, and new media, edited by David Buckingham, Rebekah Willett
- My life as a night elf priest, an anthropological account of World of warcraft, Bonnie A. Nardi
- Gamers' games, narratives of conflict, independence and engagement in video game culture, Paolo Ruffino
- Gaming at the edge, sexuality and gender at the margins of gamer culture, Adrienne Shaw
- Beyond Barbie and Mortal Kombat, new perspectives on gender and gaming, edited by Yasmin B. Kafai ... [et al.]
- Visual digital culture, surface play and spectacle in new media genres, Andrew Darley
- Game cultures, computer games as new media, Jon Dovey and Helen W. Kennedy
- Playing with virtuality, theories and methods of computer game studies, Benjamin Bigl, Sebastian Stoppe, (Eds.)
Outgoing Resources
- Focus1
- Sub focus2