[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …
player experiences to optimise game designs. Hence, GUR experts aim to understand how …
[CITATION][C] Fandom: Identities and communities in a mediated world
J Gray - 2017 - books.google.com
Introduction: why still study fans?/Cornel Sandvoss, Jonathan Gray, and C. Lee Harrington--
Fan texts and objects--The death of the reader?: literary theory and the study of texts in …
Fan texts and objects--The death of the reader?: literary theory and the study of texts in …
Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment
The purpose of this study was to examine whether playing online games against other users
leads to different experiences in comparison with playing against computer-controlled …
leads to different experiences in comparison with playing against computer-controlled …
Immersion in computer games: The role of spatial presence and flow
A main reason to play computer games is the pleasure of being immersed in a mediated
world. Spatial presence and flow are considered key concepts to explain such immersive …
world. Spatial presence and flow are considered key concepts to explain such immersive …
[BOOK][B] Online gaming in context: The social and cultural significance of online games
G Crawford, VK Gosling, B Light - 2013 - api.taylorfrancis.com
There is little question of the social, cultural and economic importance of video games in the
world today, with gaming now rivalling the movie and music sectors as a major leisure …
world today, with gaming now rivalling the movie and music sectors as a major leisure …
[PDF][PDF] Creative player actions in FPS online video games: Playing Counter-Strike
T Wright, E Boria, P Breidenbach - Game studies, 2002 - researchgate.net
The global sale of computer and console games now exceeds $10 billion dollars annually,
inducing further integration of the entertainment, computer and military industries (Poole …
inducing further integration of the entertainment, computer and military industries (Poole …
Theorizing flow and media enjoyment as cognitive synchronization of attentional and reward networks
This article reconceptualizes the psychological concept of “flow” as it pertains to media
entertainment. Our goal is to advance flow theory in ways that highlight the necessity of …
entertainment. Our goal is to advance flow theory in ways that highlight the necessity of …
Gender dynamics and the social and spatial organization of computer gaming
JO Bryce, J Rutter - Leisure studies, 2003 - Taylor & Francis
The increasing popularity of computer gaming and its associated technologies are evidence
of the increasing convergence of new technology and leisure practice. The size and …
of the increasing convergence of new technology and leisure practice. The size and …
Geek cuisine: Extending the narrative of a junk food gamer
In this article, we argue that the pervading hegemonic narrative on gamers' eating culture
emphasizing hedonistic and fast foods is a one-sided storyline that highlights a potentially …
emphasizing hedonistic and fast foods is a one-sided storyline that highlights a potentially …
More than a game: Sports-themed video games and player narratives
G Crawford, VK Gosling - Sociology of Sport Journal, 2009 - journals.humankinetics.com
This article considers the social importance of sports-themed video games, and more
specifically, discusses their use and role in the construction of gaming and wider social …
specifically, discusses their use and role in the construction of gaming and wider social …