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Video Game Spaces: Image, Play, and Structure in 3D Worlds
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Video Game Spaces: Image, Play, and Structure in 3D Worlds (2008)Video Game Spaces: Image, Play, and Struc…The Seriality of Stephen King’s Overlook Hotel – a Transmedial Maze (2020)The Seriality of Stephen King…Phenomenology of Online Spaces: Interpreting Late Modern Spatialities (2020)Phenomenology of Online Space…A History of the Welsh English Dialect in Fiction (2018)A History of the Welsh Englis…Digital and postdigital 3D animation in the contemporary Chinese art scene: Miao Xiaochun and Lu Yang (2017)Digital and postdigital 3D an…Life and Death in the Second Person: Identification, Empathy, and Antipathy in the Adventure Gamebook (2016)Life and Death in the Second …Reconceptualising gamification: Play and pedagogy (2014)Reconceptualising gamificatio…Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition (2010)Structuring Narrative in 3D D…Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of Practice (1998)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Narratology: introduction to the theory of narrative (1998)Story logic: problems and possibilities of narrative (2002)Homo Ludens: A Study of the Play-Element in Culture. (1951)Flow: the psychology of optimal experience (1990)From game design elements to gamefulness (2011)Gamification in MOOCs to enhance users' goal achievement (2017)The challenges of gamification in the age of Industry 4.0: Focusing on man in future machine-driven working environments (2017)A conceptual framework for transformative gamification services (2021)The Language of New Media (2002)The anime machine: a media theory of animation (2010)Software Takes Command (2013)Queer Sinofuturism (2020)Reshaping posthuman subjectivity: Lu Yang’s representation of virtual bodies in the COVID-19 pandemic (2021)Sociolinguistic patterns . By William Labov. (Conduct and communication, 4.) Philadelphia: University of Pennsylvania Press, 1972. Pp. xviii, 344. $5.95. (1975)Indexical order and the dialectics of sociolinguistic life (2003)Language and Social Relations (2006)Phenomenology of Perception (1982)The consequences of modernity (1990)The Production of Space (1992)Doing Philosophy Virtually and the Amphibolic Body (2021)Kubrick: Inside a Film Artist's Maze (1982)The rise of American Gothic (2002)Video Game Spaces (2008)
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Cited by

  • 2014Reconceptualising gamification: Play and pedagogy55 cited
  • 2020Phenomenology of Online Spaces: Interpreting Late Modern Spatialities51 cited
  • 2010Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition29 cited
  • 2016Life and Death in the Second Person: Identification, Empathy, and Antipathy in the Adventure Gamebook19 cited
  • 2017Digital and postdigital 3D animation in the contemporary Chinese art scene: Miao Xiaochun and Lu Yang10 cited
  • 2018A History of the Welsh English Dialect in Fiction4 cited
  • 2020The Seriality of Stephen King’s Overlook Hotel – a Transmedial Maze4 cited

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