nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
Are Active Video Games Associated With Less Screen Media or Conventional Physical Activity?
|
Beltrán-Carrillo, Vicente J. |
|
2016 |
|
6 |
p. 608-624 |
artikel |
2 |
A Sense of Belonging: Pokémon GO and Social Connectedness
|
Vella, Kellie |
|
2019 |
|
6 |
p. 583-603 |
artikel |
3 |
Choose Your Own Disruption: Clown, Adaptation, and Play
|
Dicecco, Nico |
|
2014 |
|
6 |
p. 503-516 |
artikel |
4 |
Electing to Play: MTV’s Fantasy Election and Changes in Political Engagement Through Gameplay
|
Foxman, Maxwell |
|
2014 |
|
6 |
p. 454-467 |
artikel |
5 |
Extending Play to Critical Media Studies
|
Trammell, Aaron |
|
2014 |
|
6 |
p. 391-405 |
artikel |
6 |
For Every to There Is a fro: Interpreting Time, Rhythm, and Gesture in Play
|
McDonald, Peter |
|
2014 |
|
6 |
p. 480-490 |
artikel |
7 |
Friends and Console-Gaming Aggression: The Role of Friendship Quality, Anger, and Revenge Planning
|
Wright, Michelle F. |
|
2019 |
|
6 |
p. 604-621 |
artikel |
8 |
From Manual to Automated to Digital: On Transmediality, Technological Specificity, and Playful Practice in Mahjong
|
Wirman, Hanna |
|
2019 |
|
6 |
p. 639-659 |
artikel |
9 |
Guild Wars 2, the Frankfurt School and Dialectical Fairy Scenes: A Critical Approach Towards Massively Multiplayer Online Video Games
|
van Ommen, Mattias |
|
2018 |
|
6 |
p. 547-567 |
artikel |
10 |
Hitting Walls (v. XXVIII): Captured Play
|
Wing, Carlin |
|
2014 |
|
6 |
p. 442-453 |
artikel |
11 |
How to Present the History of Digital Games
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 544-562 |
artikel |
12 |
Interconnections: Revisiting the Future
|
Walters, Lori C. |
|
2011 |
|
6 |
p. 538-559 |
artikel |
13 |
Is the Video Game a Cultural Vehicle?
|
Chen, Chi-Ying |
|
2013 |
|
6 |
p. 408-427 |
artikel |
14 |
Ludoarchaeology
|
Fuchs, Mathias |
|
2014 |
|
6 |
p. 528-538 |
artikel |
15 |
Militaristic Attitudes and the Use of Digital Games
|
Festl, Ruth |
|
2013 |
|
6 |
p. 392-407 |
artikel |
16 |
Need for Perspective
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 495-498 |
artikel |
17 |
Newcomers in a Global Industry: Challenges of a Norwegian Game Company
|
Jørgensen, Kristine |
|
2019 |
|
6 |
p. 660-679 |
artikel |
18 |
“No One Cares, Apostolate”: What Social Cheating Reveals
|
Thompson, Kathryn |
|
2014 |
|
6 |
p. 491-502 |
artikel |
19 |
No Sex Please, We Are Finite State Machines: On the Melancholy Sexlessness of the Video Game
|
Gallagher, Rob |
|
2012 |
|
6 |
p. 399-418 |
artikel |
20 |
On Balinese Cockfights: Deeply Extending Play
|
O’Donnell, Casey |
|
2014 |
|
6 |
p. 406-416 |
artikel |
21 |
Penguins, Hype, and MMOGs for Kids: A Critical Reexamination of the 2008 “Boom” in Children’s Virtual Worlds Development
|
Grimes, Sara M. |
|
2018 |
|
6 |
p. 624-644 |
artikel |
22 |
Playing in the Gif(t) Economy
|
Uhlin, Graig |
|
2014 |
|
6 |
p. 517-527 |
artikel |
23 |
Pressing Play: Digital Game Techniques and Interactive Art
|
Pierce-Grove, Ri |
|
2014 |
|
6 |
p. 468-479 |
artikel |
24 |
Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game
|
Martin, Paul |
|
2018 |
|
6 |
p. 568-586 |
artikel |
25 |
Repetition and Ritual Logic in Video Games
|
Gazzard, Alison |
|
2011 |
|
6 |
p. 499-512 |
artikel |
26 |
Resident Evil’s Rhetoric
|
Reed, Charley |
|
2016 |
|
6 |
p. 625-643 |
artikel |
27 |
Rhetorical Strategy and Creative Methodology: Revisiting Homo Ludens
|
Daniel-Wariya, Joshua |
|
2019 |
|
6 |
p. 622-638 |
artikel |
28 |
RPG Mythos
|
Cragoe, Nicholas G. |
|
2016 |
|
6 |
p. 583-607 |
artikel |
29 |
Sort Mii Out: Learning to Value Portable Gaming Encounters Through Nintendo’s Streetpass Software
|
Moore, Kyle |
|
2018 |
|
6 |
p. 587-604 |
artikel |
30 |
Strange Bedfellows: Subjectivity, Romance, and Hidden Object Video Games
|
Chess, Shira |
|
2014 |
|
6 |
p. 417-428 |
artikel |
31 |
Tether and Accretions: Fantasy as Form in Videogames
|
Goetz, Christopher |
|
2012 |
|
6 |
p. 419-440 |
artikel |
32 |
The Feeling of Being Hunted: Pleasures and Potentialities of Predation Play
|
Bertozzi, Elena |
|
2014 |
|
6 |
p. 429-441 |
artikel |
33 |
The Game Definition Game
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 499-520 |
artikel |
34 |
The Pyrrhic Victory of Game Studies
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 521-543 |
artikel |
35 |
There and Back Again: Nostalgia, Art, and Ideology in Old-School Dungeons and Dragons
|
Gillespie, Greg |
|
2012 |
|
6 |
p. 441-470 |
artikel |
36 |
The Rules of the Game—The Rules of the Player
|
Thorhauge, Anne Mette |
|
2013 |
|
6 |
p. 371-391 |
artikel |
37 |
Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies
|
Harviainen, J. Tuomas |
|
2018 |
|
6 |
p. 605-623 |
artikel |
38 |
Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry
|
Boellstorff, Tom |
|
2019 |
|
6 |
p. 680-703 |
artikel |
39 |
Unserious
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 605-618 |
artikel |
40 |
What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why?
|
Kennedy-Clark, Shannon |
|
2011 |
|
6 |
p. 513-537 |
artikel |
41 |
What Is It Like to Be a Player? The Qualia Revolution in Game Studies
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 585-604 |
artikel |
42 |
What We Know About Games
|
Mäyrä, Frans |
|
2017 |
|
6 |
p. 563-584 |
artikel |