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Rationalizing Play: A Critical Theory of Digital Gaming
16 references·1 citing·28 second hop
Rationalizing Play: A Critical Theory of Digital Gaming (2009)Rationalizing Play: A Critical Theory of …THE PRACTICE OF EVERYDAY LIFE (2018)THE PRACTICE OF EVERYDAY LIFEThe Interpretation of Cultures (2017)The Interpretation of CulturesQuestioning Technology (2012)Questioning TechnologyThe Ambiguity of Play (2009)The Ambiguity of PlayHalf-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…5. The Practice of Everyday Life (2000)5. The Practice of Everyday L…The Politics and Poetics of Transgression (1988)The Politics and Poetics of T…The Culture of Narcissism: American Life in an Age of Diminishing Expectations (1981)The Culture of Narcissism: Am…The Culture of Narcissism: American Life in an Age of Diminishing Expectations (1979)The Culture of Narcissism: Am…Dramas, Fields, and Metaphors: Symbolic Action in Human Society (1975)Dramas, Fields, and Metaphors…The Interpretation of Cultures (1974)The Interpretation of CulturesSteps to an Ecology of Mind (1973)Steps to an Ecology of MindMan, Play, and Games. (1963)Man, Play, and Games.The Power Elite (1956)The Power EliteHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums – Research Findings and Design Implications (2020)A Shoe Is a Shoe Is a Shoe: I…The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)A Dynamic Theory of Organizational Knowledge Creation (1994)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Learning by Expanding (2014)Beyond Play (2007)There is No Magic Circle (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Provisional notes on the postcolony (1992)Emotional Geographies of Teaching (2001)Understanding Popular Culture (2006)People as Infrastructure: Intersecting Fragments in Johannesburg (2004)Autoethnography: An Overview (2010)Methodology of the Oppressed (2010)Culture in Action: Symbols and Strategies (1986)Managing Legitimacy: Strategic and Institutional Approaches (1995)Framing Processes and Social Movements: An Overview and Assessment (2000)The Sources of Social Power (1986)Mediating the Message: Theories of Influences on Mass Media Content (1995)Testing Theories of American Politics: Elites, Interest Groups, and Average Citizens (2014)Knowing in Practice: Enacting a Collective Capability in Distributed Organizing (2002)Language and Agency (2001)Completing the Practice Turn in Strategy Research (2006)Sampling Knowledge: The Hermeneutics of Snowball Sampling in Qualitative Research (2008)
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References

  • 1974The Interpretation of Cultures19,314 cited
  • 2017The Interpretation of Cultures16,449 cited
  • 20005. The Practice of Everyday Life10,734 cited
  • 1973Steps to an Ecology of Mind7,226 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2018THE PRACTICE OF EVERYDAY LIFE4,844 cited
  • 1956The Power Elite3,626 cited
  • 1988The Politics and Poetics of Transgression3,290 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 1975Dramas, Fields, and Metaphors: Symbolic Action in Human Society2,050 cited
  • 1979The Culture of Narcissism: American Life in an Age of Diminishing Expectations1,593 cited
  • 2009The Ambiguity of Play1,313 cited
  • 1963Man, Play, and Games.1,310 cited
  • 1981The Culture of Narcissism: American Life in an Age of Diminishing Expectations1,234 cited
  • 2012Questioning Technology1,207 cited

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  • 2020A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums – Research Findings and Design Implications42 cited