What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling
SE Hodge, M Vykoukal, J McAlaney, RD Bush-Evans… - Plos one, 2022 - journals.plos.org
Loot boxes are a popular mechanic within many video games, but it remains unclear if some
forms of loot boxes can be seen of as gambling. However, the perspectives of players are …
forms of loot boxes can be seen of as gambling. However, the perspectives of players are …
The right to the virtual city: Rural retreatism in open-world video games
This article uses Lefebvre's spatial triad and his concept of The Right to the City to
categorise open-world video games as contested virtual spatial experiences, interconnected …
categorise open-world video games as contested virtual spatial experiences, interconnected …
The reification of structural violence in video games
The Grand Theft Auto franchise features prominently within existing research exploring
graphic, virtual, lawless, and damagingly realistic interpersonal violence within video …
graphic, virtual, lawless, and damagingly realistic interpersonal violence within video …
Cross-cultural Invariance of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) in Seven Latin American Countries
JA Blandón-Castaño, DX Puerta-Cortés… - International Journal of …, 2024 - Springer
Due to the growing increase of online video gamers and the possible psychosocial
consequences of excessive gaming, it is important to validate reliable and culturally …
consequences of excessive gaming, it is important to validate reliable and culturally …
[PDF][PDF] An educational leap of faith: Exploring the connections between instructional architectures and digital game spaces
M Sardo, M Thibault - 8th International GamiFIN Conference …, 2024 - researchportal.tuni.fi
The educational potential of games is nowadays widely accepted. Games, however, are
multimodal artifacts, featuring many characteristics that can contribute to educational …
multimodal artifacts, featuring many characteristics that can contribute to educational …
'I wasn't me, grieving in my room. I was spiderman': gaming, loss and self-care following COVID-19
Building on MS Stroebe and Schut's (1999)'dual process model'(DPM), this paper draws on
data from a survey of young people who identify as regular gamers (n= 450) and semi …
data from a survey of young people who identify as regular gamers (n= 450) and semi …
[PDF][PDF] https://orcid. org/0000-0002-2539-8292 and Spokes, Matthew ORCID: https://orcid. org/0000-0002-6456-3879 (2021) The Right to the Virtual City: Rural …
JO Denham - ray.yorksj.ac.uk
This paper uses Lefebvre's (1991) spatial triad and his concept of The Right to the City
(1968) to categorise open-world video games as contested virtual spatial experiences …
(1968) to categorise open-world video games as contested virtual spatial experiences …
[PDF][PDF] VIDEOGAMES AND HORROR: FROM AMNESIA TO ZOMBIES, RUN!(2019) BY
D STOBBART - FANTASTIKA - fantastikajournal.com
VIDEOGAMES AND HORROR: FROM AMNESIA TO ZOMBIES, RUN!(2019) BY Page 127 127
Fantastika Journal• Volume 5• Issue 1• May 2021 Stobbart, Dawn. Videogames and Horror …
Fantastika Journal• Volume 5• Issue 1• May 2021 Stobbart, Dawn. Videogames and Horror …