Risks and opportunities for youth in the digital era

V Stavropoulos, F Motti-Stefanidi… - European …, 2021 - econtent.hogrefe.com
Due to continued groundbreaking digital advancements, Internet use has increased
significantly. This has led to a heated debate in relation to weighing the many advantages of …

Avatar identities and climate change action in video games: analysis of mitigation and adaptation practices

D Fernández Galeote, NZ Legaki… - Proceedings of the 2022 …, 2022 - dl.acm.org
Games are considered promising for engaging people with climate change. In virtual worlds,
players can adopt empowering roles to mitigate greenhouse gas emissions and/or adapt to …

Disordered gaming: the interplay between user-avatar bond and sexual minority status

S Eddy, B Loriente, TL Burleigh, D Poulus… - Psychology & …, 2024 - Taylor & Francis
Online gamers represent themselves virtually through their in-game avatar, providing
opportunities for connection and self-expression. Prior research indicates associations …

[HTML][HTML] The liminoid in single-player videogaming: A critical and collaborative response to recent work on liminality and ritual

M Horrigan - Game Studies, 2021 - gamestudies.org
Abstract In" Liminality and the Smearing of War and Play in Battlefield 1," Debra Ramsay
deploys Arnold van Gennep and Victor Turner's concept of liminality to facilitate a close …

[图书][B] Playful Virtual Violence: An Ethnography of Emotional Practices in Video Games

C Bareither - 2020 - cambridge.org
Violence in video games has been a controversial object of public discourse for several
decades. The question of what kind of emotional experiences players enact when playing …

The Rendered Body: Queer Utopian Thinking in Digital Embodiment

A Lanier - 2022 - dspace.mit.edu
The rendered body is pure possibility, but it has been treated with an imaginatively limited
lens that belies its potential for radical reimagining. I want to challenge those imaginative …

New collaboration in a virtual world: Studying Vtubers through Identity, Gender and Fan Engagement

J Byron - 2022 - figshare.mq.edu.au
Following the debut of Kizuna Ai, the self-proclaimed first Virtual YouTuber in 2016, a new
market and genre of online content creators exploded in popularity. Vtubers are …

[PDF][PDF] Player-Avatar Link: Interdisciplinary Embodiment Perspectives.

N Rosa, W Hürst, RC Veltkamp, PJ Werkhoven - 2019 - researchgate.net
In digital games research, the concept of the avatar is a much discussed topic. Many works
have been dedicated to understanding every aspect of this phenomenon, ranging from the …

Value co-creations in the gaming industry: Analyzing the Effectiveness of value co-creations between musicians and the Gaming Industry for casual gamers …

S Abdirahman Yusuf, I El Boutahiri - 2024 - diva-portal.org
Background: With an estimated revenue of US $282.30 billion by 2024 and a projected
market size of US $363.20 billion by 2027. In this day and age games appeal to all ages and …

Dar crédito a la ficción jugada. El personaje jugador como agente multidimensional generador de verosimilitud en el videojuego narrativo

À Colom Pons - 2023 - tdx.cat
Este texto propone un estudio de la verosimilitud en los videojuegos narrativos. En el marco
de los estudios audiovisuales, los Games Studies, la narratología y la teoría de los mundos …