SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Computer games: text, narrative and play
0 references·16 citing·53 second hop
Computer games: text, narrative and play (2006)Computer games: text, narrative and playDigital Games in Primary Education (2020)Digital Games in Primary Educ…Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children (2020)Designing Narrative-Focused R…Relationship between learning styles and genres of games (2016)Relationship between learning…Asymmetries of Knowledge and Epistemic Change in Social Gaming Interaction (2014)Asymmetries of Knowledge and …‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom (2014)‘Computer games can get your …K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education (2013)K-12 teachers encounter digit…Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in Serious Games Development (2012)Positive Psychology and Digit…The Situated Organisation of Directives in French: Imperatives and Action Coordination in Video Games (2011)The Situated Organisation of …Sex/Gender and the Media (2011)Sex/Gender and the MediaMedia Literacy Education : Nordic Perspectives (2010)Media Literacy Education : No…Gender, Simulation, and Gaming: Research Review and Redirections (2010)Gender, Simulation, and Gamin…Bilingual practices and the social organisation of video gaming activities (2010)Bilingual practices and the s…Video Game Genre, Evolution and Innovation (2009)Video Game Genre, Evolution a…Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)Cheerleaders/booth babes/Halo…Interactive story authoring: A viable form of creative expression for the classroom (2007)Interactive story authoring: …Digital Game Involvement (2007)Digital Game InvolvementGender Trouble: Feminism and the Subversion of Identity (1991)Black Feminist Thought: Knowledge, Consciousness, and the Politics of Empowerment. (1992)The Aftermath of Feminism: Gender, Culture and Social Change (2008)“Like My Status” (2013)Sexuality, gender, media. Identity articulations in the contemporary media landscape (2020)Characters in Film and Other Media (2025)Bodies That Matter: On the Discursive Limits of "Sex". (1995)Bodies That Matter (2011)Superpatriarchy Meets Cyberfeminism: Facebook, Online Gaming, and the New Social Genocide (2012)Reconsidering Esport: Economics and Executive Ownership (2017)“It becomes a fight against who I am, rather than what I say”: Gender, positionality, and inclusion in esports leadership (2023)Thought and language (1962)Review of research in education (1973)Actual Minds, Possible Worlds (1986)A framework for evidence based visual style development for serious games (2010)Agreeing and disagreeing with assessments: some features of preferred/dispreferred turn shapes (1985)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)Sequence Organization in Interaction (2007)Cooking instructions and the shaping of things in the kitchen (2014)Requesting immediate action in the surgical operating room (2014)Precision timing and timed embeddedness of imperatives in embodied courses of action (2017)Video Games and the Future of Learning (2005)From Content to Context: Videogames as Designed Experience (2006)Motivations for Play in Online Games (2006)Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning (2016)Same but different? An examination of Swedish upper secondary school teachers’ and students’ views and use of ICT in education (2017)“It gives you that sense of hope”: An exploration of technology use to mediate student engagement with mathematics (2020)Anatomy of Criticism: Four Essays (1959)Toward an Aesthetic of Reception. (1982)Rules of Play: Game Design Fundamentals (2003)iPlus a User-Centered Methodology for Serious Games Design (2020)Commercial video games as a resource for mental health: A systematic literature review (2021)Optimal Distinctiveness (2022)The Second Sex (1949)The Second Self: Computers and the Human Spirit (1986)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Gender and player characteristics in video game play of preadolescents (2012)Stand by Your Man (2015)Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play (2018)Frame Analysis: An Essay on the Organization of Experience. (1975)The Constitution of Society. Outline of the Theory of Structuration (1984)Flow: the psychology of optimal experience (1990)Multiuser Digital Games as Sites for Research and Practice (2010)The Gaming Involvement and Informal Learning Framework (2014)Learning and Teaching Styles in Engineering Education. (1988)Calculating, Interpreting, And Reporting Cronbach’s Alpha Reliability Coefficient For Likert-Type Scales (2003)Learning Styles and Pedagogy in post-16 learning: a systematic and critical review (2004)Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Using eye-tracking technology to identify learning styles: Behaviour patterns and identification accuracy (2021)Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model (2022)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Reflections and Considerations on Running Creative Visualization Learning Activities (2022)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2010Gender, Simulation, and Gaming: Research Review and Redirections225 cited
  • 2009Video Game Genre, Evolution and Innovation201 cited
  • 2009Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys128 cited
  • 2007Digital Game Involvement128 cited
  • 2014‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom76 cited
  • 2016Relationship between learning styles and genres of games63 cited
  • 2020Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children61 cited
  • 2007Interactive story authoring: A viable form of creative expression for the classroom51 cited
  • 2011Sex/Gender and the Media41 cited
  • 2011The Situated Organisation of Directives in French: Imperatives and Action Coordination in Video Games39 cited
  • 2010Bilingual practices and the social organisation of video gaming activities38 cited
  • 2013K-12 teachers encounter digital games: a qualitative investigation of teachers' perceptions of the potential of digital games for K-12 education35 cited
  • 2020Digital Games in Primary Education32 cited
  • 2012Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in Serious Games Development

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

29 cited
  • 2014Asymmetries of Knowledge and Epistemic Change in Social Gaming Interaction28 cited
  • 2010Media Literacy Education : Nordic Perspectives26 cited