Digitale Bibliotheek
Sluiten Bladeren door artikelen uit een tijdschrift
     Tijdschrift beschrijving
       Alle jaargangen van het bijbehorende tijdschrift
         Alle afleveringen van het bijbehorende jaargang
                                       Alle artikelen van de bijbehorende aflevering
 
                             62 gevonden resultaten
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
                             62 gevonden resultaten
 
 Koninklijke Bibliotheek - Nationale Bibliotheek van Nederland