Doing gender in cyberspace: The performance of gender by female World of Warcraft players L Eklund Convergence 17 (3), 323-342, 2011 | 170 | 2011 |
Bridging the online/offline divide: The example of digital gaming L Eklund Computers in Human Behavior 53, 527-535, 2015 | 81 | 2015 |
Do adolescent gamers make friends offline? Identity and friendship formation in school L Eklund, S Roman Computers in Human Behavior 73, 284-289, 2017 | 50 | 2017 |
Playing video games together with others: Differences in gaming with family, friends and strangers L Eklund Journal of Gaming & Virtual Worlds 7 (3), 259-277, 2015 | 46 | 2015 |
Parental mediation of digital gaming and internet use L Eklund, K Helmersson Bergmark FDG 2013-The 8th International Conference on the Foundations of Digital …, 2013 | 44 | 2013 |
Who are the casual gamers? Gender tropes and tokenism in game culture L Eklund Social, casual and mobile games: The changing gaming landscape, 15-30, 2016 | 38 | 2016 |
The Sociality of Gaming: A mixed methods approach to understanding digital gaming as a social leisure activity L Eklund Acta Universitatis Stockholmiensis, 2012 | 38 | 2012 |
Social Play? A study of social interaction in temporary group formation (PUG) in World of Warcraft L Eklund, M Johansson Proceedings of Nordic DiGRA 2010 Conference: Experiencing Games: Games, Play …, 2010 | 38* | 2010 |
Played and designed sociality in a massive multiplayer online game L Eklund, M Johansson Eludamos-Journal for Computer Game Culture 7 (1), 35-54, 2013 | 33 | 2013 |
GIFT: Hybrid museum experiences through gifting and play J Back, B Bedwell, S Benford, L Eklund, A Sundnes Løvlie, W Preston, ... Workshop on Cultural Informatics co-located with the EUROMED International …, 2018 | 31 | 2018 |
Digital gaming and young people’s friendships: A mixed methods study of time use and gaming in school L Eklund, S Roman Young 27 (1), 32-47, 2019 | 30 | 2019 |
Focus group interviews as a way to evaluate and understand game play experiences L Eklund ETC Press, 2015 | 29 | 2015 |
A shoe is a shoe is a shoe: Interpersonalization and meaning-making in museums–research findings and design implications L Eklund International Journal of Human–Computer Interaction 36 (16), 1503-1513, 2020 | 28 | 2020 |
Lost in translation: Video games becoming cultural heritage? L Eklund, B Sjöblom, P Prax Cultural Sociology 13 (4), 444-460, 2019 | 28 | 2019 |
The crowd in crowdsourcing: Crowdsourcing as a pragmatic research method L Eklund, I Stamm, WK Liebermann First Monday 4 (10), 2019 | 16 | 2019 |
Family and Games: digital game playing in the social context of the family L Eklund Multiplayer: The Social Aspects of Digital Gaming, 162-171, 2013 | 14 | 2013 |
Beyond a dichotomous understanding of online anonymity: Bridging the macro and micro level L Eklund, E von Essen, F Jonsson, M Johansson Sociological research online 27 (2), 486-503, 2022 | 13 | 2022 |
Towards Advancing Body Maps as Research Tool for Interaction Design L Turmo Vidal, Y Li, M Stojanov, KB Johansson, B Tylstedt, L Eklund Proceedings of the Seventeenth International Conference on Tangible …, 2023 | 11 | 2023 |
The strenuous task of maintaining and making friends: Tensions between play and friendship in MMOs L Eklund, K Ask 2013 DiGRA International Conference: DeFragging Games Studies (DiGRA'13 …, 2013 | 11 | 2013 |
2. Hybrid Museum Experiences AS Løvlie, A Waern, L Eklund, J Spence, P Rajkowska, S Benford Hybrid Museum Experiences, 31, 2022 | 8 | 2022 |