최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기Games and culture, v.5 no.4, 2010년, pp.403 - 424
Shaw, Adrienne (University of Pennsylvania, Philadelphia, PA, USA,)
What is video game culture, however? What does it mean to have a culture defined by the consumption of a particular medium? Moreover, what are the implications of defining this culture in a particular way? While there has been a great deal of ink split on video game culture, the actual definition o...
The Washington Post Amdur, D. R19 1996
Aoyama, Yuko, Izushi, Hiro. Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry. Research policy, vol.32, no.3, 423-444.
Culture and anarchy Arnold, M. 1998 2
Culture: A reformer’s science Bennett, T. 1998
Gendered readings Bird, S.E. 1992
Boellstorff, Tom. A Ludicrous Discipline? Ethnography and Game Studies :. Games and culture, vol.1, no.1, 29-35.
Platform studies Bogost, I. 2007
Political correctness and cultural studies Carey, J. 1997
From Barbie to Mortal Kombat: Gender and computer games Cassell, J. 2000
Synthetic worlds: The business and culture of online games Castronova, E. 2005
Online gaming and the interactional self Chee, F. 2006
Consalvo, M. ( 2003). Hot dates and fairy-tale romances: Studying sexuality in video games. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 171-194). New York: Routeledge.
Consalvo, Mia. Console video games and global corporations : Creating a hybrid culture. New media & society, vol.8, no.1, 117-137.
The Washington Post Copeland, L. C01 2000
Flow: The psychology of optimal experience Csikszentmihalyi, M. 1990
Game cultures: Computer games as new media Dovey, J. 2006
From margin to center: Biographies of technicity and the construction of hegemonic games culture Dovey, J. 2007
The New York Times Elliott, S. C7 2005
The Washington Post Faiola, A. A01 2006
Television culture Fiske, J. 1989
Reload: Rethinking women + cyberculture Flanagan, M. 2002
The New York Times Freire, P. A20 2006
Game Studies Fromme, J. 91 3 2003
Paper presented at the perthDAC 2007: The 7th Annual Digital Arts and Culture Conference Fullerton, T.
The meaning and culture of Grand theft auto: Critical essays Garrelts, N. 2006
The Washington Post Gaudiosi, J. T51 2007
What video games have to teach us about learning and literacy Gee, J.P. 2003 1
Interpretation of cultures Geertz, C. 1973
[1967]). The discovery of grounded theory: Strategies for qualitative research Glaser, B. 2006
Los Angeles Times Gorman, A. A11 2007
Mind and media: The effects of television, video games, and computers Greenfield, P.M. 1984
Grossberg, Lawrence. Wandering audiences, nomadic critics. Cultural studies, vol.2, no.3, 377-391.
Can cultural studies find true happiness in communication? Grossberg, L. 1994
Stop teaching our kids to kill: A call to action against TV, movie & video game violence Grossman, D. 1999 1
Social Justice Hall, S. 104 20 1993
Cultural studies: Two paradigms Hall, S. 1998
From Sun Tzu to XBox: War and video games Halter, E. 2006
The New York Times T148 2005
Subculture, the meaning of style Hebdige, D. 1979
Teaching thinking Higgins, S. 12 1 2000
Homo ludens; a study of the play-element in culture Huizinga, J. 1955
Paper presented at the CHI 95: Human Factors in Computing Systems Inkpen, K.
Eight myths about video games debunked Jenkins, H. 2007
Interactive audiences? Jenkins, H. 2002
Games, the new lively art Jenkins, H. 2005
Convergence culture: Where old and new media collide Jenkins, H. 2006
Johnson, Richard. What Is Cultural Studies Anyway?. Social text, vol.16, 38-.
Everything bad is good for you: How popular culture is making us smarter Johnson, S. 2005
The New York Times Johnson, S. 55 2005
The ultimate history of video games Kent, S.L. 2001
Kerr, Aphra, Flynn, Roddy. Revisiting Globalisation Through the Movie and Digital Games Industries. Convergence : the journal of research into new media technologies, vol.9, no.1, 91-113.
Dungeons and dreamers: The rise of computer game culture, from Geek to Chic King, B. 2003
Klimmt, Christoph, Vorderer, Peter. Media Psychology “is not yet there”: Introducing Theories on Media Entertainment to the Presence Debate. Presence : teleoperators and virtual environments, vol.12, no.4, 346-359.
Leonard, David J.. Not a Hater, Just Keepin' It Real : The Importance of Race- and Gender-Based Game Studies. Games and culture, vol.1, no.1, 83-88.
Mind at play: The psychology of video games Loftus, G.R. 1983
A theory of mass culture MacDonald, D. 1957
Machin, David, Suleiman, Usama. Arab and American computer war games: The influence of a global technology on discourse. Critical discourse studies, vol.3, no.1, 1-22.
When old technologies were new: Thinking about communications in the late nineteenth century Marvin, C. 1988
Game Work: Language, Power and Computer Game Culture McAllister, K.S. 2004
Screen Education McRobbie, A. 37 34 1980
USA Today Memmott, C. 1D 2005
Introduction Miller, T. 2005
What it is and what it isn’t: Introducing...Cultural Studies Miller, T. 2006
Paper presented at the perthDAC 2007: The 7th International Digital Arts and Culture Conference - The Future of Digital Media Culture Mortensen, T.E.
The Washington Post Musgrove, M. D04 2006
The nature of computer games: Play as semiosis. (Vol. 16) Myers, D. 2003
Ondrejka, Cory. Finding Common Ground in New Worlds. Games and culture, vol.1, no.1, 111-115.
The New York Times Perez-Pena, R. B1 2003
Peterson, R A. Revitalizing the Culture Concept. Annual review of sociology, vol.5, 137-166.
Los Angeles Times Pham, A. C1 2007
Gender play: Successes and failures in character designs for videogames Pinckard, J. 2003
Comic book culture: Fanboys and true believers Pustz, M.J. 1999
Quandt, Thorsten, Grueninger, Helmut, Wimmer, Jeffrey. The Gray Haired Gaming Generation : Findings From an Explorative Interview Study on Older Computer Gamers. Games and culture, vol.4, no.1, 27-46.
The New York Times Robbins, L. D4 2002
Roig, Antoni, San Cornelio, Gemma, Ardèvol, Elisenda, Alsina, Pau, Pagès, Ruth. Videogame as Media Practice : An Exploration of the Intersections Between Play and Audiovisual Culture. Convergence : the journal of research into new media technologies, vol.15, no.1, 89-103.
Games and learning: A handbook from Futurelab Sandford, R. 2005
The New York Times Schiesel, S. A1 2005
The New York Times Schiesel, S. 2006
The New York Times Schiesel, S. A1 2006
The New York Times Schiesel, S. B7 2007
The New York Times Schiesel, S. B7 2007
Schott, Gareth R., Horrell, Kirsty R.. Girl Gamers and their Relationship with the Gaming Culture. Convergence : the journal of research into new media technologies, vol.6, no.4, 36-53.
Sisler, V. ( 2006). Representation and self-representation: Arabs and Muslims in digital games. In M. Santoineous & N. Dimitriadi (Eds.), Gaming realities: A challenge for digital culture (pp. 85-92). Athens: Fournos.
USA Today Snider, M. 12A 1999
Steinkuehler, Constance A.. Why Game (Culture) Studies Now?. Games and culture, vol.1, no.1, 97-102.
Cultural studies and the study of popular culture: Theories and methods Storey, J. 1996
The ambiguity of play Sutton-Smith, B. 1997
USA Today Velin, B. 1C 2003
Los Angeles Times Verini, J. E1 2006
The New York Times Walker, R. 32 2004
Developing children’s problem solving: The educational uses of adventure games Whitebread, D. 1997
List of newspapers in the United States by Circulation Wikipedia. 2007
Williams, Dmitri. The Video Game Lightning Rod. Information, communication & society : ICS, vol.6, no.4, 523-550.
Williams, Dmitri. Why Game Studies Now? Gamers Don't Bowl Alone :. Games and culture, vol.1, no.1, 13-16.
Williams, Dmitri, Yee, Nick, Caplan, Scott E.. Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of computer-mediated communication, JCMC, vol.13, no.4, 993-1018.
Gaming as culture: Essays on reality, identity and experience in fantasy games Williams, J.P. 2006
The analysis of culture Williams, R. 1998 2
The New York Times Wilson, E. G12 2005
The business and culture of gaming Winkler, W.K. 2006
Introduction Wolf, M.J.P. 2001
The Norranthian scrolls: A study of EverQuest Yee, N. 2001
※ AI-Helper는 부적절한 답변을 할 수 있습니다.