The video game as agencement and the image of new gaming experiences: the work of indie video game developers

A Styhre, B Remneland-Wikhamn - Culture and Organization, 2021 - Taylor & Francis
The growth of the global video game industry has resulted in an inflow of new entrants who
aspire to create novel video games and preferably new video game genres. From an …

Maintaining participant integrity–ethics and fieldwork in online video games

M Ståhl, F Rusk - Ethics, Ethnography and Education, 2022 - emerald.com
Employing ethnographic methods online offers additional understanding of how online
contexts are connected to education (Rusk, 2019; Ståhl & Kaihovirta, 2019; Ståhl & Rusk …

Unplayable: Why Video Games Can't and Won't Be Played

R Banfi - Television & New Media, 2024 - journals.sagepub.com
This article argues that unplayability must be a considered component of game analysis and
further discussed in new media studies. The concept that games cannot be or should not be …

[PDF][PDF] Сombat operations model of a single self-propelled artillery system for the computer game ARMA 3

ВЕ Демиденко, МВ Максимов… - Прикладні аспекти …, 2024 - aait.op.edu.ua
Military computer games are an important segment of the world media culture and media
business. In addition to the entertainment aspect, military simulators play an important role in …

The effects of video games on developing children and adolescents: A systematic review examined through the biopsychosocial lens

D Sifri - 2022 - search.proquest.com
Over the past several decades, there has been a dramatic increase in video gaming,
particularly among children and adolescents. The effects of playing video games …

Do War Video Games Stimulate the Critical Thinking of University Students Towards War?

RG Christian, DMPM Esther, CF Jonathan… - … Technologies and the …, 2024 - Springer
War video games have become popular digital entertainment platforms among young
people. This research aims to determine the level of agreement among a sample of …

Videojuegos y militamiento: imagen, texto, representación y disciplinamiento a través del juego

CA MARTINEZ RAMIREZ - 2024 - ilitia.cua.uam.mx
La tesis aborda la estrecha relación entre los videojuegos y las estructuras de poder,
enfocándose en cómo estos medios digitales sirven no sólo para entretener, sino también …

[图书][B] Drumbeat: New media and the radicalization and militarization of young people

J Martino - 2021 - taylorfrancis.com
As the twenty-first century unfolds society is confronted with the normalization of warfare and
political violence and their growing allure for the young. Current global political events …

[图书][B] The waging of a virtual war against Islam: an assessment of how post-9/11 war-themed video games stereotype Muslims

T Ibaid - 2019 - search.proquest.com
Research suggests that American popular culture represents Muslim peoples, places, and
cultures in ways that perpetuate Islamophobic ideas, and scholars have examined how …

Expanded Experience: An 'Artist-Bricoleur'Approach to Writing VR in Contemporary Art

G Lobwein, D McKewen - Screenwriting for Virtual Reality: Story, Space …, 2024 - Springer
Abstract Although Virtual Reality (VR) is a 40-year-old technology, its use across various
screen-centric industries including entertainment, design, and education remains …