[图书][B] Platforms and cultural production

T Poell, DB Nieborg, BE Duffy - 2021 - books.google.com
The widespread uptake of digital platforms–from YouTube and Instagram to Twitch and
TikTok–is reconfiguring cultural production in profound, complex, and highly uneven ways …

Masculine pleasures as normalized practices: Character design in the video game industry

JE Tompkins, N Martins - Games and Culture, 2022 - journals.sagepub.com
Scholars have extensively studied video game labor practices (eg, Bulut, E.(2015). Glamor
above, precarity below: Immaterial labor in the video game industry. Critical Studies in …

Palmer Luckey and the rise of contemporary virtual reality

D Harley - Convergence, 2020 - journals.sagepub.com
Despite a lack of consumer interest as recently as 2012, virtual reality (VR) technologies
entered the mainstream in 2014 backed by multinational corporations, including Facebook …

Media in the post# GamerGate era: coverage of reactionary fan anger and the terrorism of the privileged

BM Blodgett - Television & New Media, 2020 - journals.sagepub.com
History has recorded the aggressive fandom campaigns of the 2010s, which drove
vulnerable minority actors from their careers and homes.# GamerGate was the most iconic of …

Verified play, precarious work: GamerGate and platformed authenticity in the cultural industries

N Hewa, CH Tran - new media & society, 2024 - journals.sagepub.com
This article argues that GamerGate, a critical hashtag event in the history of digital
harassment, is key to understanding contemporary identity verification systems and digital …

[PDF][PDF] An extended foreword: From fan doxa to toxic fan practices

M Hills - Participations: Journal of Audience & Reception …, 2018 - participations.org
What have relatively recently become known as 'toxic'online practices–especially in the
wake of 2014 press coverage of Gamergate (Nieborg and Foxman 2018; Consalvo 2012; …

New frontiers: Moving beyond cyberbullying to define online harassment

A Slaughter, E Newman - Journal of Online Trust and Safety, 2022 - tsjournal.org
Research on online harassment has become increasingly important as more aspects of
daily life rely on the internet. Currently, large gaps in knowledge of how online harassment …

[PDF][PDF] Playing with virtual reality: early adopters of commercial immersive technology

M Foxman - 2018 - scholarsbank.uoregon.edu
On August 6, 2015, Time Magazine's cover heralded the coming of a new age: Virtual
Reality (VR) would" change the world" and" revolutionize the way we live, play and …

Producing newsgames beyond boundaries: Journalists, game developers, and the news business

C Plewe, E Fürsich - Convergence, 2020 - journals.sagepub.com
Creating successful newsgames requires effective boundary work between journalists and
game developers. Both groups come to the job with different professional vocabularies …

Whose expression is it anyway? Videogames and the freedom of expression

K Jørgensen, TE Mortensen - Games and culture, 2022 - journals.sagepub.com
In debates concerning videogames and the freedom of expression, two lines of
argumentation have traditionally been put forward: That games express ideas and for this …