The real and the simulation: the promotion of digital gaming as community. Insights from the first-person shooter video gamer.
AM Munro - 2024 - ir.canterbury.ac.nz
This thesis examines the suggestion that the digital gaming community is the simulation of a
real community. I argue that the digital game community is more than a mode of relations …
real community. I argue that the digital game community is more than a mode of relations …
[PDF][PDF] The Real and the Simulation: The Promotion of Digital Gaming as Community
AM Munro - 2024 - ir.canterbury.ac.nz
This thesis examines the suggestion that the digital gaming community is the simulation of a
real community. I argue that the digital game community is more than a mode of relations …
real community. I argue that the digital game community is more than a mode of relations …
10 Community, identity and digital games
This chapter situates digital gaming within debates about community and identity in
contemporary culture. This involves looking at the multitude of activities and artefacts …
contemporary culture. This involves looking at the multitude of activities and artefacts …
[图书][B] Videogames Studies: Concepts, Cultures, and Communication
M Evans - 2020 - books.google.com
This volume was first published by Inter-Disciplinary Press in 2011. Videogame Studies:
Concepts, Cultures, and Communication explores the ever-expanding field of game studies …
Concepts, Cultures, and Communication explores the ever-expanding field of game studies …
[图书][B] Digital Gameplay: Essays on the nexus of Game and Gamer
N Garrelts - 2005 - books.google.com
In recent years, computer technology has permeated all aspects of life--not just work and
education, but also leisure time. Increasingly, digital games are the way we play. This …
education, but also leisure time. Increasingly, digital games are the way we play. This …
[PDF][PDF] Creative player actions in FPS online video games: Playing Counter-Strike
T Wright, E Boria, P Breidenbach - Game studies, 2002 - researchgate.net
The global sale of computer and console games now exceeds $10 billion dollars annually,
inducing further integration of the entertainment, computer and military industries (Poole …
inducing further integration of the entertainment, computer and military industries (Poole …
[图书][B] The players' realm: studies on the culture of video games and gaming
JP Williams, JH Smith - 2007 - books.google.com
Digital games have become an increasingly pervasive aspect of everyday life as well as an
embattled cultural phenomenon in the twenty-first century. As new media technologies …
embattled cultural phenomenon in the twenty-first century. As new media technologies …
Games as activity: Correcting the digital fallacy
Game studies would benefit from acknowledging that digital games should be studied as a
special case of games rather than the other way around. Digital games research tends to …
special case of games rather than the other way around. Digital games research tends to …
Constructing and measuring an 'audience'for digital games
S Boyer - Journal of Gaming & Virtual Worlds, 2013 - intellectdiscover.com
What is the 'audience'for digital games? This article argues that measurement is a crucial
component of conceptions of the audience, exemplifying the complexities of translating …
component of conceptions of the audience, exemplifying the complexities of translating …
Online Gaming as a Virtual Forum
M Payne - Proceedings of DiGRA 2005 Conference: Changing …, 2005 - dl.digra.org
As videogame scholarship takes hold in the academy, attracting the attention of researchers
and critics from a variety of disciplines, a frequently asked and salient question is,“What …
and critics from a variety of disciplines, a frequently asked and salient question is,“What …