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Computer Games and New Media Cultures
Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society: The World Cyber Games 2008 in Cologne as an Example
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Author(s):
Jeffrey Wimmer
Publication date
(Online):
March 18 2012
Publisher:
Springer Netherlands
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Spaces of Identity
David Morley
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Play Between Worlds
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The meta-process of `mediatization' as a conceptual frame
Friedrich Krotz
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Book Chapter
Publication date (Print):
2012
Publication date (Online):
March 18 2012
Pages
: 525-540
DOI:
10.1007/978-94-007-2777-9_33
SO-VID:
55a1e67a-71a0-439a-a754-47b2a6f1c0d1
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Book chapters
pp. 1
Computer Games and Digital Game Cultures: An Introduction
pp. 31
The Mediality of Computer Games
pp. 47
Computer Games as a Comparative Medium: A Few Cautionary Remarks
pp. 61
“And What Do You Play?”: A Few Considerations Concerning a Genre Theory of Games
pp. 75
Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Games
pp. 93
Computer Games as Works of Art
pp. 107
A Theory of Non-existent Video Games: Semiotic and Video Game Theory
pp. 125
Free Market Economy and Dino Crisis: The Production and Circulation of Knowledge in Strategy Games
pp. 143
The Strange Case of the Misappearance of Sex in Video Games
pp. 161
Growing Game Worlds
pp. 173
Virtual Worlds: Game or Virtual Society?
pp. 193
MMO Morality
pp. 209
Inside and Outside the Game
pp. 219
Egoshooting in Chernobyl: Identity and Subject(s) in the S.T.A.L.K.E.R. Games
pp. 233
Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Games
pp. 249
Symbolic Interaction in Digital Games: Theoretical Reflections on Dimensions of Meaning Construction in Digital Gameplay
pp. 265
Playing by the Visual Rules: An Ecological Approach to Perception and Video Games
pp. 279
The Effect of Authentic Input Devices on Computer Game Immersion
pp. 295
Digital Games in the Context of Adolescent Media Behavior
pp. 317
Online Games: Modern Media Worlds of Young People
pp. 329
Playing Together: The Player’s Repertoire, an Obstacle to Learning
pp. 343
The Right Game: Video Game Choice of Children and Adolescents
pp. 357
The Challenge of Measuring the Use of Computer Games
pp. 371
A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain
pp. 395
Mergence of Spaces: MMORPG User-Practice and Everyday Life
pp. 411
Interpretation, Conflict and Instruction in Online Multiplayer Games: Lessons from Warsong Gulch
pp. 425
‘Pity There’s So Few Girls!’ Attitudes to Female Participation in a Swedish Gaming Context
pp. 443
The Gender-Offensive: Female Gaming Cultures Between Shooters and Marketing
pp. 465
Playing Computer Games as Social Interaction: An Analysis of LAN Parties
pp. 477
Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field
pp. 491
Machinima Filmmaking as Culture in Practice: Dialogical Processes of Remix
pp. 509
Modding as Part of Game Culture
pp. 525
Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society: The World Cyber Games 2008 in Cologne as an Example
pp. 543
Social Interactions in Virtual Worlds: Patterns and Profiles of Tween Relationship Play
pp. 557
The Instructional Design and Motivational Mechanisms of World of Warcraft
pp. 571
Learning Through Play – A Delicate Matter: Experience-Based Recursive Learning in Computer Games
pp. 585
Learning Instruments: Baroque Music Gets Game
pp. 603
Using Simulations as a Starting Point for Constructing Meaningful Learning Games
pp. 619
School-Related Computer Game Pedagogy: Core Subjects and Tasks
pp. 633
Learning to Play: Video Game Literacy in the Classroom
pp. 647
Digital Games and Media Education in the Classroom: Exploring Concepts, Practices, and Constraints
pp. 665
Why a Game Canon for Game Studies Education Is Wrong
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