Video games + Psychological aspects
Label
Video games + Psychological aspects
Name
Video games + Psychological aspects
Sub focus
Actions
Incoming Resources
- Subject of30
- The art of failure, an essay on the pain of playing video games, Jesper Juul
- Crash override, how Gamergate (nearly) destroyed my life, and how we can win the fight against online hate, Zoë Quinn
- Emotion in games, theory and praxis, edited by Kostas Karpouzis, Georgios N. Yannakakis
- Death by video game, danger, pleasure, and obsession on the virtual frontline, Simon Parkin
- Lost in a good game, why we play video games and what they can do for us, Pete Etchells
- What video games have to teach us about learning and literacy, James Paul Gee
- A play of bodies, how we perceive videogames, Brendan Keogh
- Half-real, video games between real rules and fictional worlds, Jesper Juul
- Gamification by design, implementing game mechanics in web and mobile apps, Gabe Zichermann and Christopher Cunningham
- Beyond game design, nine steps towards creating better video games, Richard Bartle ... [et al.] ; edited by Chris Bateman
- A casual revolution, reinventing video games and their players, Jesper Juul
- How games move us, emotion by design, Katherine Isbister
- Playing with feelings, video games and affect, Aubrey Anable
- Narrative pleasures in young adult novels, films, and video games, Margaret Mackey
- In-game, from immersion to incorporation, Gordon Calleja
- A comprehensive study of sound in computer games, how audio affects player action, Kristine Jørgensen ; with a foreword by Klaus Bruhn Jensen
- Children, gender, video games, towards a relational approach to multimedia, Valerie Walkerdine
- Video kids, making sense of Nintendo, Eugene Provenzo Jr.
- In-game, from immersion to incorporation, Gordon Calleja
- Half-real, video games between real rules and fictional worlds, Jesper Juul
- Videogames, design, play, disrupt, edited by Marie Foulston and Kristian Volsing
- Playing to win, becoming the champion, David Sirlin
- Playful identities, the ludification of digital media cultures, edited by Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens
- The interface envelope, gaming, technology, power, James Ash
- Gamers' games, narratives of conflict, independence and engagement in video game culture, Paolo Ruffino
- A casual revolution, reinventing video games and their players, Jesper Juul
- Gamification by design, implementing game mechanics in web and mobile apps, Gabe Zichermann and Christopher Cunningham
- How games move us, emotion by design, Katherine Isbister
- Problematic and non-problematic video game play, associations with personality, cognitive performance and social factors, Emily Collins
- Keys to play, music as a ludic medium from Apollo to Nintendo, Roger Moseley
- SuperBetter, a revolutionary approach to getting stronger, happier, braver, and more resilient*, Jane McGonigal
- Glued to games, how video games draw us in and hold us spellbound, Scott Rigby and Richard M. Ryan