[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …

VV Abeele, K Spiel, L Nacke, D Johnson… - International Journal of …, 2020 - Elsevier
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
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 …

Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment

D Weibel, B Wissmath, S Habegger, Y Steiner… - Computers in human …, 2008 - Elsevier
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 …

Immersion in computer games: The role of spatial presence and flow

D Weibel, B Wissmath - International Journal of Computer …, 2011 - Wiley Online Library
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 …

[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 …

[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 …

Theorizing flow and media enjoyment as cognitive synchronization of attentional and reward networks

R Weber, R Tamborini, A Westcott-Baker… - Communication …, 2009 - academic.oup.com
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 …

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 …

Geek cuisine: Extending the narrative of a junk food gamer

TN Joelsson, H Syrjälä, H Luomala… - Games and …, 2023 - journals.sagepub.com
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 …

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 …