Results 261 to 270 of about 13,292,771 (297)
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2018
Abstract As a nascent form of screen culture, video games provide a challenging new lens to think about emerging media. Because video games do not abide by traditional narrative structure and because many different kinds of media objects fall under the purview of video games, they provide particular complications for researchers.
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Abstract As a nascent form of screen culture, video games provide a challenging new lens to think about emerging media. Because video games do not abide by traditional narrative structure and because many different kinds of media objects fall under the purview of video games, they provide particular complications for researchers.
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Physiological Response to Games and Non-games: A Contrastive Study
2004We performed an experiment to verify the hypothesis that users are interacting more aroused and more pleased with games than with non-games. Therefore we used rating-scales and physiological measurements during a playing task in comparison with a writing task.
Karina Oertel +2 more
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Game On!—Teaching Video Game Studies in the Arts Classroom
Art Education, 2018THE 40-YEAR-OLD DEBATE OF WHETHER OR NOT VIDEO GAMES ARE ART IS LONG OVERDUE FOR A CONCLUSION. Almost a decade ago, Kellee Santiago, co-founder and former president of thatgamecompany (most well kn...
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Conclusion: Gaming Culture and Game Studies
2015This chapter suggests that underpinning the developments described in the book is a cultural field that, for a time, held gaming together as a field of cultural practice. This field was reflexive in that participants believed gaming to be important and meaningful and these beliefs were the basis of their participation, which ensured that it became ...
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Game Studies und Gaming Cultures
2016Der Beitrag bietet eine kurze Uberblicksdarstellungen zur Entwicklungsgeschichte des Computerspiels und zur Etablierung der Computerspielforschung, den sog. Game Studies. Zudem wird das vielfaltige popularkulturelle Umfeld des Computerspiels – die Gaming Cultures – in den Blick genommen, in dem neue spielerische Praktiken entstehen, z. B.
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Game affordance, gamer orientation, and in‐game purchases: A hedonic–instrumental framework
Information Systems Journal, 2022Yongqiang Sun, Xin Luo, Le Wang
exaly
They saw a game; a case study.
The Journal of Abnormal and Social Psychology, 1954A H, HASTORF, H, CANTRIL
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