SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Genre and game studies: Toward a critical approach to video game genres
6 references·16 citing·38 second hop
Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Toward a critical…Genre and Hollywood (2005)Genre and HollywoodGenre Trouble: Narrativism and the Art of Simulation (2004)Genre Trouble: Narrativism an…First person: new media as story, performance, and game (2004)First person: new media as st…The Video Game Theory Reader (2003)The Video Game Theory ReaderHamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Hollywood Genres: Formulas, Filmmaking, and the Studio System (1982)Hollywood Genres: Formulas, F…Narrative categorization in digital game‐based learning: Engagement, motivation & learning (2020)Narrative categorization in d…Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement (2020)Commercial video games and co…A new look at the cognitive neuroscience of video game play (2020)A new look at the cognitive n…The Association Between Video Gaming and Psychological Functioning (2019)The Association Between Video…The impact of play on child development - a literature review (2018)The impact of play on child d…What Older People Like to Play: Genre Preferences and Acceptance of Casual Games (2017)What Older People Like to Pla…Content structure is king: An empirical study on gratifications, game genres and content type on Twitch (2017)Content structure is king: An…Game-based learning and Gamification to promote engagement and motivation in medical learning contexts (2016)Game-based learning and Gamif…Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres (2015)Personality and video gaming:…Action video game training for cognitive enhancement (2015)Action video game training fo…A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games (2014)A Systematic Review and Meta-…The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)The Gamification of Advertisi…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…Video Game Genre, Evolution and Innovation (2009)Video Game Genre, Evolution a…Measuring Player Immersion in the Computer Game Narrative (2009)Measuring Player Immersion in…Effects of different scenarios of game difficulty on player immersion (2009)Effects of different scenario…Social Learning Theory. (1978)Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations (2002)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)A Decade of Online Advertising Research: What We Learned and What We Need to Know (2019)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Advances in Consumer Research (2025)Coefficient Alpha and the Internal Structure of Tests (1951)Flow: the psychology of optimal experience (1990)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Immersion in Digital Games: Review of Gaming Experience Research (2014)Player–video game interaction: A systematic review of current concepts (2015)An Overview of Structural Characteristics in Problematic Video Game Playing (2017)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The Constitution of Society. Outline of the Theory of Structuration (1984)The partial least squares approach for structural equation modeling. (1998)Watching Players: An Exploration of Media Enjoyment on Twitch (2018)Live Streaming Commerce: Uses and Gratifications Approach to Understanding Consumers’ Motivations (2019)Content versus community focus in live streaming services: how to drive engagement in synchronous social media (2021)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Assessing coping strategies: A theoretically based approach. (1989)You want to measure coping but your protocol’ too long: Consider the brief cope (1997)Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study (2021)The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review (2021)The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review (2022)Video game values: Human–computer interaction and games (2006)Storification in History education: A mobile game in and about medieval Amsterdam (2008)A narrative theory of games (2012)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)Jacks of All Trades and Masters of None: Audiences' Reactions to Spanning Genres in Feature Film Production (2006)Multiple Category Memberships in Markets: An Integrative Theory and Two Empirical Tests (2009)A Cultural Approach to Television Genre Theory (2001)Gaming at a LAN event: the social context of playing video games (2005)Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft (2009)The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)Digital Material : Tracing New Media in Everyday Life and Technology (2009)Toward a transcription and analysis of live streaming on Twitch (2017)
this work references cited by second hop

References

  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 2004First person: new media as story, performance, and game733 cited
  • 2003The Video Game Theory Reader625 cited
  • 1982Hollywood Genres: Formulas, Filmmaking, and the Studio System510 cited
  • 2005Genre and Hollywood305 cited
  • 2004Genre Trouble: Narrativism and the Art of Simulation213 cited

Cited by

  • 2013The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games448 cited
  • 2009Measuring Player Immersion in the Computer Game Narrative255 cited
  • 2019The Association Between Video Gaming and Psychological Functioning224 cited
  • 2017Content structure is king: An empirical study on gratifications, game genres and content type on Twitch208 cited
  • 2009Video Game Genre, Evolution and Innovation201 cited
  • 2015Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres178 cited
  • 2016Game-based learning and Gamification to promote engagement and motivation in medical learning contexts162 cited
  • 2015Action video game training for cognitive enhancement161 cited

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

2014
A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games
137 cited
  • 2020A new look at the cognitive neuroscience of video game play134 cited
  • 2020Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement130 cited
  • 2009Effects of different scenarios of game difficulty on player immersion107 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited
  • 2020Narrative categorization in digital game‐based learning: Engagement, motivation & learning98 cited
  • 2017What Older People Like to Play: Genre Preferences and Acceptance of Casual Games91 cited
  • 2018The impact of play on child development - a literature review82 cited