[BOK][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 …

[HTML][HTML] Watching people is not a game: Interactive online corporeality, Twitch. tv and videogame streams

SLR Anderson - Game Studies, 2017 - gamestudies.org
Recent videogames research has followed a trend of studying the human element of
gaming, meaning the people, bodies and physical contexts of gaming. Across disciplines …

Play to the camera: Video ethnography, spectatorship, and e-sports

N Taylor - Convergence, 2016 - journals.sagepub.com
Electronic sports (e-sports) represents an increasingly popular and profitable array of
organizations, communities, and sets of practices, all of which place tremendous value on …

A model for critical games literacy

T Apperley, C Beavis - E-learning and Digital Media, 2013 - journals.sagepub.com
This article outlines a model for teaching both computer games and videogames in the
classroom for teachers. The model illustrates the connections between in-game actions and …

Answering the Call of Duty: Everyday encounters with the popular geopolitics of military-themed videogames

D Bos - Political Geography, 2018 - Elsevier
Despite a growing interest in the way the media and popular culture shape geopolitical
identities and subjectivities, current scholarship has overlooked the spaces, practices 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 …

Is the video game a cultural vehicle?

CY Chen - Games and Culture, 2013 - journals.sagepub.com
Following the exportation of Japanese media products such as TV dramas, Japanese
culture and products have swept across many Asian countries, especially Taiwan. Based on …

Sharing dark sides on game service platforms: Disruptive behaviors and toxicity in DOTA2 through a platform lens

E Gandolfi, RE Ferdig - Convergence, 2022 - journals.sagepub.com
Toxicity continues to have a strong presence in online environments. This is particularly true
for digital entertainment like online games. Toxicity is an important topic as it impacts game …

FIFA, the video game: a major vehicle for soccer's popularization in the United States

AS Markovits, AI Green - FIFA World Cup and Beyond, 2018 - taylorfrancis.com
Soccer in the United States is undergoing major changes. The game's growth on the fields of
the country's suburbs and among its middle class has been nothing short of sensational …

A simulated learning environment of history games for enhancing players' cultural awareness

JL Shih, SC Jheng, JJ Tseng - Interactive Learning Environments, 2015 - Taylor & Francis
This research attempted to create the historical context of Southern Taiwan in the late
nineteenth century based on the martial art novel “**ao-Mao”(Pussy) by designing a role …