SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming
0 references·16 citing·46 second hop
Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming (2009)Beyond Barbie and Mortal Kombat: new pers…Academically meaningful play: Designing digital games for the classroom to support meaningful gameplay, meaningful learning, and meaningful access (2022)Academically meaningful play:…When virtual spaces meet the limitations of traditional sport: Gender stereotyping in NBA2K (2021)When virtual spaces meet the …Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming (2018)Gendered Play, Racialized Rea…Mutable technology, immutable gender: Qualifying the “co-construction of gender and technology” approach (2017)Mutable technology, immutable…Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games (2016)Do Men Advance Faster Than Wo…“Girls can't play”: The effects of stereotype threat on females' gaming performance (2016)“Girls can't play”: The effec…Effects of commercial video games on cognitive elaboration of physical concepts (2015)Effects of commercial video g…Identification with online and offline communities: Understanding ICT disparities in Finland (2011)Identification with online an…Enhancing one life rather than living two: Playing MMOs with offline friends (2011)Enhancing one life rather tha…Beyond player types (2011)Beyond player typesMy life as a night elf priest: an anthropological account of World of Warcraft (2010)My life as a night elf priest…Consequences of Play: A Systematic Review of the Effects of Online Gaming (2010)Consequences of Play: A Syste…Your Second Selves (2009)Your Second SelvesGaming Fluencies: Pathways into Participatory Culture in a Community Design Studio (2009)Gaming Fluencies: Pathways in…What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture (2007)What Videogame Making Can Tea…Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds (2007)Mixed methods for mixed reali…Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Motivational Beliefs, Values, and Goals (2002)Educational Research: Quantitative, Qualitative, and Mixed Approaches (2007)Négociation et co-construction du sens en français langueétrangère (FLE) lors d’une immersion dans un environnement virtuel d’apprentissage (EVA) (2012)Impacts and Characteristics of Computer-Based Science Inquiry Learning Environments for Precollege Students (2014)Exploring empathy in cyberbullying with serious games (2021)Social Desirability Bias and the Validity of Indirect Questioning (1993)Personality Development: Stability and Change (2005)Motivations for Play in Online Games (2006)Flow experience in computer game playing among Thai university students (2018)A social-cognitive approach to motivation and personality. (1988)Goals: An approach to motivation and achievement. (1988)A 2 × 2 achievement goal framework. (2001)Gender-inclusive game-based learning in secondary education (2014)Investigating the potential for using gamification to empower knowledge workers (2020)An experimental study on the effects of gamification on task performance (2022)Flow: the psychology of optimal experience (1990)Diagnostic and Statistical Manual of Mental Disorders (2009)Diagnostic and Statistical Manual of Mental Disorders (2013)What Video Games Have to Teach Us about Learning and Literacy (2004)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Handbook of Adolescent Psychology (2009)Decade of Game Making for Learning: From Tools to Communities (2014)Video Game Making and Modding (2015)A Pilot study to assess the impacts of game-based construction learning, using scratch, on students’ multi-step equation-solving performance (2018)The Social psychology of intergroup relations (1979)Psychology of intergroup relations (1986)The Social Identity Theory of Intergroup Behavior (2004)Fair play? Sex‐, age‐, and job‐related correlates of performance in a computer‐based simulation game (2021)The Presentation of Self in Everyday Life. (1956)Life on the Screen: Identity in the Age of the Internet (1997)Performing embodied identity in virtual worlds (2012)Avatar creation in virtual worlds: Behaviors and motivations (2014)Self-representation through avatars in digital environments (2022)Stereotype threat and the intellectual test performance of African Americans. (1995)Role congruity theory of prejudice toward female leaders. (2002)The benefits of playing video games. (2013)Mapping the Margins: Intersectionality, Identity Politics, and Violence against Women of Color (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents (2021)Magical women: Representations of female characters in the Witcher video game series (2022)Homo Ludens: A Study of the Play-Element in Culture. (1951)The Dialogic Imagination: Four Essays (1981)More Kawaii than a Real-Person Live Streamer: Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers (2021)Interaction rituals and technology: A review essay (2023)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2010My life as a night elf priest: an anthropological account of World of Warcraft181 cited
  • 2009Your Second Selves140 cited
  • 2018Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming132 cited
  • 2010Consequences of Play: A Systematic Review of the Effects of Online Gaming125 cited
  • 2016“Girls can't play”: The effects of stereotype threat on females' gaming performance123 cited
  • 2016Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games122 cited
  • 2011Enhancing one life rather than living two: Playing MMOs with offline friends115 cited
  • 2007Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds98 cited
  • 2007What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture65 cited
  • 2011Beyond player types47 cited
  • 2015Effects of commercial video games on cognitive elaboration of physical concepts37 cited
  • 2011Identification with online and offline communities: Understanding ICT disparities in Finland33 cited
  • 2021When virtual spaces meet the limitations of traditional sport: Gender stereotyping in NBA2K31 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2022Academically meaningful play: Designing digital games for the classroom to support meaningful gameplay, meaningful learning, and meaningful access31 cited
  • 2009Gaming Fluencies: Pathways into Participatory Culture in a Community Design Studio28 cited
  • 2017Mutable technology, immutable gender: Qualifying the “co-construction of gender and technology” approach18 cited