Works matching Video Game Culture
Results: 482
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture.
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- Sex Roles, 2017, v. 76, n. 7-8, p. 421, doi. 10.1007/s11199-016-0678-y
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- Article
Gamers and Video Game Culture: An Introduction for Counselors.
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- Family Journal, 2017, v. 25, n. 1, p. 70, doi. 10.1177/1066480716679809
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- Article
The position of women in video game culture: Perez and Day's Twitter Incident.
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- Continuum: Journal of Media & Cultural Studies, 2015, v. 29, n. 4, p. 617, doi. 10.1080/10304312.2015.1025362
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- Article
Video Games and American Culture: How Ideology Influences Virtual Worlds by Aaron A. Toscano (review).
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- Configurations, 2023, v. 31, n. 2, p. 190, doi. 10.1353/con.2023.a899695
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The Video Game Industry and Video Game Culture Dichotomy: Reconciling Gaming Culture Norms With the Anti-Circumvention Measures of the DMCA.
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- Texas Intellectual Property Law Journal, 2008, v. 16, n. 3, p. 453
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- Article
Rethinking Remakes: Value and Culture in Video Game Temporalization.
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- Games & Culture, 2024, v. 19, n. 3, p. 337, doi. 10.1177/15554120231163655
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Gamer Nation: Video Games and American Culture.
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- IJAS Online, 2022, n. 11, p. 1
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Narrative Therapy for Treating Video Game Addiction.
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- International Journal of Mental Health & Addiction, 2014, v. 12, n. 6, p. 701, doi. 10.1007/s11469-014-9491-4
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What Is Video Game Culture? Cultural Studies and Game Studies.
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- Games & Culture, 2010, v. 5, n. 4, p. 403, doi. 10.1177/1555412009360414
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La cobertura mediática de los eventos españoles de videojuegos en la prensa digital especializada: el caso de Madrid Games Week.
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- Estudios sobre el Mensaje Periodistico, 2021, v. 27, n. 1, p. 375, doi. 10.5209/esmp.69503
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- Article
Playing the Game of Literature: Ready Player One, the Ludic Novel, and the Geeky 'Canon' of White Masculinity.
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- Journal of Modern Literature, 2016, v. 39, n. 2, p. 1, doi. 10.2979/jmodelite.39.2.01
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Editorial: The dark and the light side of gaming.
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- Frontiers in Psychology, 2024, p. 1, doi. 10.3389/fpsyg.2023.1349479
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- Article
Videojuegos culturales como herramienta de inclusión educativa. El videojuego Moss.
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- REiDoCrea: Revista Electrónica de Investigación y Docencia Creativa, 2022, v. 11, p. 613
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- Article
Young, Black (& Brown)and Don't Give a Fuck: Virtual Gangstas in the Era of State Violence.
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- Cultural Studies/Critical Methodologies, 2009, v. 9, n. 2, p. 248, doi. 10.1177/1532708608325938
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The Cultural Impact of Video Games: A Systematic Review of the Literature.
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- Education Sciences, 2023, v. 13, n. 11, p. 1116, doi. 10.3390/educsci13111116
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- Article
Masculine Pleasures as Normalized Practices: Character Design in the Video Game Industry.
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- Games & Culture, 2022, v. 17, n. 3, p. 399, doi. 10.1177/15554120211034760
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- Article
University students and video games: Perceptions, use, and preferences according to gender.
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- Education Policy Analysis Archives / Archivos Analíticos de Políticas Educativas / Arquivos Analíticos de Políticas Educativas, 2020, v. 28, n. 65-67, p. 1, doi. 10.14507/epaa.28.4181
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Speedrunning the Financial Markets: A Comparison of Gaming Culture and High Frequency Trading.
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- Digital Culture & Society, 2021, v. 7, n. 1, p. 75, doi. 10.14361/dcs-2021-0106
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Action Packed Art Education: Shooting for Higher Learning through Material Culture and Video Games.
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- Journal of Art for Life, 2015, v. 7, n. 1, p. 1
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Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review.
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- Frontiers in Psychiatry, 2019, p. 1, doi. 10.3389/fpsyt.2019.00454
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- Article
MUNDAUN (First-Person Horror Adventure).
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- Journal for Religion, Film & Media, 2022, v. 8, n. 1, p. 179, doi. 10.25364/05.8:2022.1.12
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- Article
La cobertura periodística del videojuego en los informativos españoles de cadenas de televisión generalista.
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- Área Abierta, 2024, v. 24, n. 3, p. 131, doi. 10.5209/arab.96235
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Nationalized anti-feminism: A collusion between nationalism and gender-equal sexism.
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- European Journal of Cultural Studies, 2024, v. 27, n. 5, p. 819, doi. 10.1177/13675494231191486
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'In the end you adapt to anything': Responses to narratives of resilience and entrepreneurship in post-recession Spain.
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- European Journal of Cultural Studies, 2022, v. 25, n. 4, p. 1209, doi. 10.1177/13675494211034168
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Book Review: Bonnie Ruberg, Video Games Have Always Been Queer.
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- 2021
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- Book Review
Cultures of Video Game Concerns in a Comparative View: Report of a Two-Day Workshop.
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- Forum: Qualitative Social Research / Qualitative Sozialforschung, 2016, v. 17, n. 2, p. 39
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- Article
Video Games and the Asymmetry of Global Cultural Flows: The Game Industry and Game Culture in Iran and the Czech Republic.
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- International Journal of Communication (19328036), 2017, v. 11, p. 3857
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Video games and learning: Teaching and participatory culture in the digital age.
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- 2012
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- Book Review
Video Games and Learning: Teaching and Participatory Culture in the Digital Age.
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- 2013
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- Book Review
The Breakdown: Black Culture, Video Games, and the Importance of Adult Play.
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- American Journal of Play, 2021, v. 13, n. 2, p. 194
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Damsel in this Dress: an analysis of the character designs of women in post-secondary game design programs.
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- Feminist Media Studies, 2021, v. 21, n. 3, p. 381, doi. 10.1080/14680777.2020.1715463
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Gamers, gender, and cruel optimism: the limits of social identity constructs in The Guild.
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- Feminist Media Studies, 2018, v. 18, n. 6, p. 963, doi. 10.1080/14680777.2017.1376699
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- Article
Imperial Play.
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- Communication, Culture & Critique, 2021, v. 14, n. 1, p. 37, doi. 10.1093/ccc/tcaa012
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Video Games and Learning: Teaching and Participatory Culture in the Digital Age.
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- 2013
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- Book Review
VIDEO GAMES AND A CULTURE OF CONFLICT.
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- Journal of Children & Media, 2009, v. 3, n. 1, p. 90, doi. 10.1080/17482790802327699
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- Article
Dressing Commander Shepard in pink: Queer playing in a heteronormative game culture.
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- Cyberpsychology, 2015, v. 9, n. 3, p. 38, doi. 10.5817/CP2015-3-3
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- Article
On the promotional context of historical video games.
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- Rethinking History, 2018, v. 22, n. 4, p. 598, doi. 10.1080/13642529.2018.1507910
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- Article
Gaming race in Brazil: Video games and algorithmic racism.
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- Journal of Latin American Cultural Studies (1356-9325), 2024, v. 33, n. 1, p. 149, doi. 10.1080/13569325.2024.2307540
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- Article
NAVIGATING VIRTUAL WORLDS: FEATURES OF VIDEO GAME MAPS DRIVING TOURIST DESTINATION INTENTION.
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- Tourism & Rural Development Studies / Turisztikai és Vidékfejlesztési Tanulmányok, 2024, v. 9, n. 2, p. 99, doi. 10.15170/TVT.2024.09.02.06
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Machphrasis: Towards a Poetics of Video Games in Contemporary Literary Culture.
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- Games & Culture, 2024, v. 19, n. 3, p. 373, doi. 10.1177/15554120231164087
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Foreign Yet Familiar: J. L. Borges' Book of Imaginary Beings and Other Cultural Ferrymen in Japanese Fantasy Games.
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- Games & Culture, 2023, v. 18, n. 1, p. 3, doi. 10.1177/15554120211060258
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- Article
Game-Assisted Social Activism: Game Literacy in Hong Kong's Anti-Extradition Movement.
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- Games & Culture, 2022, v. 17, n. 7/8, p. 954, doi. 10.1177/15554120211061852
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- Article
"The Only Thing You've Managed to Break So Far Is My Heart": An Analysis of Portal 's Monstrous Mother GLaDOS.
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- Games & Culture, 2020, v. 15, n. 5, p. 529, doi. 10.1177/1555412018819663
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- Article
Players' perceptions of sexuality and gender-inclusive video games a pragmatic content analysis of steam reviews.
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- Convergence: The Journal of Research into New Media Technologies, 2023, v. 29, n. 2, p. 379, doi. 10.1177/13548565221137481
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- Article
Palmer Luckey and the rise of contemporary virtual reality.
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- Convergence: The Journal of Research into New Media Technologies, 2020, v. 26, n. 5/6, p. 1144, doi. 10.1177/1354856519860237
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- Article
Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015).
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- Convergence: The Journal of Research into New Media Technologies, 2019, v. 25, n. 5/6, p. 884, doi. 10.1177/1354856517744489
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Live-streaming, games and politics of gender performance: The case of Nüzhubo in China.
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- Convergence: The Journal of Research into New Media Technologies, 2019, v. 25, n. 5/6, p. 807, doi. 10.1177/1354856517738160
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- Article
Feeling for an Audience: The Gendered Emotional Labor of Video Game Live Streaming.
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- Digital Culture & Society, 2019, v. 5, n. 2, p. 85, doi. 10.14361/dcs-2019-0206
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- Article
¿Para qué sirve un ordenador? Su construcción utilitaria en la publicidad de las revistas especializadas en informática y videojuegos en España (1984-1991).
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- Espacio, Tiempo y Educación, 2022, v. 9, n. 2, p. 59, doi. 10.14516/ete.523
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- Article
AL-ÁNDALUS EN LA CULTURA DE MASAS CONTEMPORÁNEA: UNA APROXIMACIÓN AL CASO DEL VIDEOJUEGO.
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- Espacio, Tiempo y Forma. Serie III, Historia Medieval, 2022, n. 35, p. 679, doi. 10.5944/etfiii.35.2022.30682
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- Article