[KNIHA][B] Raising the stakes: E-sports and the professionalization of computer gaming

TL Taylor - 2015 - books.google.com
How a form of play becomes a sport: players, agents, referees, leagues, tournaments,
sponsorships, and spectators, and the culture of professional computer game play …

[KNIHA][B] Games of empire: Global capitalism and video games

N Dyer-Witheford, G De Peuter - 2009 - books.google.com
In the first decade of the twenty-first century, video games are an integral part of global
media culture, rivaling Hollywood in revenue and influence. No longer confined to a …

[KNIHA][B] Playing with videogames

J Newman - 2008 - taylorfrancis.com
Playing with Videogames documents the richly productive, playful and social cultures of
videogaming that support, surround and sustain this most important of digital media forms …

[KNIHA][B] Best before: Videogames, supersession and obsolescence

J Newman - 2012 - taylorfrancis.com
Despite record sales and an ever-growing global industry, the simple fact is that videogames
are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles …

Learning, Change, and Power:: Competing Frames of Technology and Literacy

M WarsChauer, P Ware - Handbook of research on new …, 2014 - api.taylorfrancis.com
The Web is increasingly omnipresent in the out-of-school lives of many children and
adolescents and they seem to be skilful users. They know how to find Web sites that interest …

Playing on the digital commons: collectivities, capital and contestation in videogame culture

S Coleman, N Dyer-Witheford - Media, culture & society, 2007 - journals.sagepub.com
This article examines the complex relation of commodity and commons regimes in video and
computer game culture. Digital play is today both a multibillion business and the site of …

'It's Mine!'–Participation and ownership within virtual co-creation environments

T Harwood, T Garry - Journal of Marketing Management, 2010 - Taylor & Francis
Abstract Interpretations of value and the processes of value creation are rapidly evolving
from product-and firm-centric perspectives to personalised consumer experiences. However …

[KNIHA][B] The machinima reader

H Lowood, M Nitsche - 2011 - books.google.com
The first critical overview of an emerging field, with contributions from both scholars and
artist-practitioners. Over the last decade, machinima--the use of computer game engines to …

Malleable games-a literature review on communities of game modders

SK Thiel, P Lyle - Proceedings of the 9th International Conference on …, 2019 - dl.acm.org
The creations of people who modify games (game" modders") have had an significant
impact on economics of game development. Being part of a creative participatory culture …

[KNIHA][B] Die Macht der Vielen: über den neuen Kult der digitalen Vernetzung

R Reichert - 2013 - degruyter.com
Die Macht der Vielen - Über den neuen Kult der digitalen Vernetzung Page 1 Ramón Reichert
Die Macht der Vielen Edition Medienwissenschaft Page 2 Für Maki Ramón Reichert (Dr. phil.) ist …