nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
Agar.io: The Game’s in the Name
|
Chess, Shira |
|
2019 |
|
2 |
p. 154-169 |
artikel |
2 |
A Techno-Semiotic Approach to Cheating in Computer Games
|
Kücklich, Julian |
|
2009 |
|
2 |
p. 158-169 |
artikel |
3 |
Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs
|
Williams, Dmitri |
|
2011 |
|
2 |
p. 171-200 |
artikel |
4 |
Between the Game System and the Fictional World: A Study of Computer Game Interfaces
|
Jørgensen, Kristine |
|
2012 |
|
2 |
p. 142-163 |
artikel |
5 |
Beyond Play
|
Malaby, Thomas M. |
|
2007 |
|
2 |
p. 95-113 |
artikel |
6 |
Bridging the Gap
|
Nicoll, Benjamin |
|
2017 |
|
2 |
p. 200-221 |
artikel |
7 |
Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
|
Romero, Margarida |
|
2015 |
|
2 |
p. 148-177 |
artikel |
8 |
Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play
|
Chess, Shira |
|
2019 |
|
2 |
p. 119-138 |
artikel |
9 |
Confronting Heteronormativity in Online Games: A Critical Discourse Analysis of LGBTQ Sexuality in World of Warcraft
|
Pulos, Alexis |
|
2013 |
|
2 |
p. 77-97 |
artikel |
10 |
Controller, Hand, Screen
|
Kirkpatrick, Graeme |
|
2009 |
|
2 |
p. 127-143 |
artikel |
11 |
Desires at Play: On Closeness and Epistemological Uncertainty
|
Sundén, Jenny |
|
2012 |
|
2 |
p. 164-184 |
artikel |
12 |
Digital Play and the Actualization of the Consumer Imagination
|
Molesworth, Mike |
|
2007 |
|
2 |
p. 114-133 |
artikel |
13 |
Double Duty: Crowdfunding and the Evolving Game Production Network
|
Tyni, Heikki |
|
|
|
2 |
p. 114-137 |
artikel |
14 |
Drafting an Army: The Playful Pastime of Warhammer 40,000
|
Carter, Marcus |
|
2014 |
|
2 |
p. 122-147 |
artikel |
15 |
Erratum
|
|
|
2008 |
|
2 |
p. 248-248 |
artikel |
16 |
Events and Collusions
|
Giddings, Seth |
|
2009 |
|
2 |
p. 144-157 |
artikel |
17 |
From Edutainment to Serious Games: A Change in the Use of Game Characteristics
|
Charsky, Dennis |
|
2010 |
|
2 |
p. 177-198 |
artikel |
18 |
Game Scenes: Theorizing Digital Game Audiences
|
Gosling, Victoria K. |
|
2011 |
|
2 |
p. 135-154 |
artikel |
19 |
Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design
|
Raphael, Chad |
|
2010 |
|
2 |
p. 199-235 |
artikel |
20 |
Game Time
|
Tychsen, Anders |
|
2009 |
|
2 |
p. 170-201 |
artikel |
21 |
“I Can Defend Myself”
|
Cote, Amanda C. |
|
2017 |
|
2 |
p. 136-155 |
artikel |
22 |
Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger
|
Chess, Shira |
|
2019 |
|
2 |
p. 139-153 |
artikel |
23 |
Learning in Context
|
DiSalvo, Betsy James |
|
2008 |
|
2 |
p. 131-141 |
artikel |
24 |
Leaving Earth, Preserving History: Uses of the Future in the Mass Effect Series
|
Marino Carvalho, Vinicius |
|
2015 |
|
2 |
p. 127-147 |
artikel |
25 |
Lessons From Whyville: A Hermeneutics for our Mixed Reality
|
Lemke, Jay |
|
2010 |
|
2 |
p. 149-157 |
artikel |
26 |
Making Sense of Genre: The Logic of Video Game Genre Organization
|
Vargas-Iglesias, Juan J. |
|
|
|
2 |
p. 158-178 |
artikel |
27 |
Moving Beyond Churn: Barriers and Constraints to Playing a Social Network Game
|
Chess, Shira |
|
2019 |
|
2 |
p. 170-189 |
artikel |
28 |
My Friend Scarlet: Interactive Tragedy in The Path
|
Ryan, Malcolm |
|
2012 |
|
2 |
p. 111-126 |
artikel |
29 |
Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings
|
Ip, Barry |
|
2011 |
|
2 |
p. 103-134 |
artikel |
30 |
Never Too Old to Play: The Appeal of Digital Games to an Older Audience
|
De Schutter, Bob |
|
2011 |
|
2 |
p. 155-170 |
artikel |
31 |
On the Research Value of Large Games
|
Castronova, Edward |
|
2006 |
|
2 |
p. 163-186 |
artikel |
32 |
Paradox and Pedagogy in The Stanley Parable
|
Sarian, Antranig Arek |
|
|
|
2 |
p. 179-197 |
artikel |
33 |
Parlaying Value
|
Malaby, Thomas |
|
2006 |
|
2 |
p. 141-162 |
artikel |
34 |
Playing for Fun, Training for War
|
Sparrow, Robert |
|
2018 |
|
2 |
p. 174-192 |
artikel |
35 |
Pluralistic Ignorance in Virtually Assembled Peers: The Case of World of Warcraft
|
de Larios, Margaret |
|
2014 |
|
2 |
p. 102-121 |
artikel |
36 |
Resident Evil's Typewriter
|
Kirkland, Ewan |
|
2009 |
|
2 |
p. 115-126 |
artikel |
37 |
Rethinking Military Gaming: America's Army and Its Critics
|
Schulzke, Marcus |
|
2013 |
|
2 |
p. 59-76 |
artikel |
38 |
Rounds, Levels, and Waves
|
Zagal, José P. |
|
2008 |
|
2 |
p. 175-198 |
artikel |
39 |
Running With Zombies
|
Witkowski, Emma |
|
2018 |
|
2 |
p. 153-173 |
artikel |
40 |
Selective Realism
|
Pötzsch, Holger |
|
2017 |
|
2 |
p. 156-178 |
artikel |
41 |
Shooting to Kill
|
Phillips, Amanda |
|
2018 |
|
2 |
p. 136-152 |
artikel |
42 |
Technological, Content, and Market Convergence in the Games Industry
|
Ip, Barry |
|
2008 |
|
2 |
p. 199-224 |
artikel |
43 |
Technologies Between Games and Culture
|
Crogan, Patrick |
|
2009 |
|
2 |
p. 107-114 |
artikel |
44 |
The End of Casual: Long Live Casual
|
Chess, Shira |
|
2019 |
|
2 |
p. 107-118 |
artikel |
45 |
The Phenomenology of the “Other” in Computer Game Worlds
|
Scriven, Paul |
|
2018 |
|
2 |
p. 193-210 |
artikel |
46 |
The Play of Imagination
|
Thomas, Douglas |
|
2007 |
|
2 |
p. 149-172 |
artikel |
47 |
The Presence of Stigma Among Users of the MMORPG RMT
|
Grundy, David |
|
2008 |
|
2 |
p. 225-247 |
artikel |
48 |
The 21st-Century Classroom Gamer
|
Hewett, Katherine J. E. |
|
|
|
2 |
p. 198-223 |
artikel |
49 |
The Truth About Baby Boomer Gamers
|
Pearce, Celia |
|
2008 |
|
2 |
p. 142-174 |
artikel |
50 |
The Use of ASCII Graphics in Roguelikes
|
Johnson, Mark R. |
|
2017 |
|
2 |
p. 115-135 |
artikel |
51 |
Thoughtless Play
|
Saklofske, Jon |
|
2007 |
|
2 |
p. 134-148 |
artikel |
52 |
Time and Space in Play: Saving and Pausing With the Nintendo DS
|
Tobin, Samuel |
|
2012 |
|
2 |
p. 127-141 |
artikel |
53 |
Time, Space, and Motion in Braid: A Cognitive Semantic Approach to a Video Game
|
Stamenković, Dušan |
|
2015 |
|
2 |
p. 178-203 |
artikel |
54 |
Video Games and Agency in Contemporary Society
|
Muriel, Daniel |
|
|
|
2 |
p. 138-157 |
artikel |
55 |
Welfare Epics? The Rhetoric of Rewards in World of Warcraft
|
Paul, Christopher A. |
|
2010 |
|
2 |
p. 158-176 |
artikel |
56 |
What Are We Really Looking at?
|
Atkins, Barry |
|
2006 |
|
2 |
p. 127-140 |
artikel |
57 |
What Makes an Orc? Racial Cosmos and Emergent Narrative in World of Warcraft
|
Packer, Joseph |
|
2014 |
|
2 |
p. 83-101 |
artikel |
58 |
Where Do Virtual Worlds Come From?: A Genealogy of Second Life
|
Veerapen, Maeva |
|
2013 |
|
2 |
p. 98-116 |
artikel |
59 |
Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game
|
Black, Daniel |
|
2017 |
|
2 |
p. 179-199 |
artikel |
60 |
Whyville as a Networked Learning Environment
|
Ito, Mizuko |
|
2010 |
|
2 |
p. 143-148 |
artikel |
61 |
Word Play: A History of Voice Interaction in Digital Games
|
Allison, Fraser |
|
|
|
2 |
p. 91-113 |
artikel |
62 |
WoWing Alone
|
Braithwaite, Andrea |
|
2018 |
|
2 |
p. 119-135 |
artikel |