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Machinima: digital performance and emergent authorship
14 references·0 citing·36 second hop
Machinima: digital performance and emergent authorship (2005)Machinima: digital performance and emerge…Playing the game, role distance and digital performance (2022)Playing the game, role distan…THE STORY SO FAR (2005)THE STORY SO FARGames for Actors and Non-Actors (2005)Games for Actors and Non-Acto…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…First person: new media as story, performance, and game (2004)First person: new media as st…Interactive Drama: Narrativity in a Highly Interactive Environment (1997)Interactive Drama: Narrativit…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Hamlet on the Holodeck (1997)Hamlet on the HolodeckComputers as Theatre (1993)Computers as TheatreCollected Writings on Education and Drama (1992)Collected Writings on Educati…Improvisation, process drama and dramatic art (1991)Improvisation, process drama …Structuring drama work : a handbook of available forms in theatre and drama (1990)Structuring drama work : a ha…Lifestyle and Consumer Culture (1987)Lifestyle and Consumer CultureIdentity : Youth and Crisis. 1968 (1968)Identity : Youth and Crisis. …Culture and Practical Reason (1978)The Body in Consumer Culture (1982)Tourism, economic development and the global-local nexus: Theory embracing complexity (2001)The World of Goods (2002)Social Stratification and Cultural Consumption: Music in England (2006)Lifestyle Movements: Exploring the Intersection of Lifestyle and Social Movements (2012)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Genre and game studies: Toward a critical approach to video game genres (2006)Video game values: Human–computer interaction and games (2006)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)Educating the Net Generation (2005)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Toward an understanding of flow in video games (2008)Drama education and improvisation as a resource of teacher student's creativity (2011)In search of a theoretical basis for storytelling in education research: story as method (2011)Taking Stock and Looking Ahead: Drama Pedagogy as a Gateway to a Performative Teaching and Learning Culture (2013)Self-discrepancy: A theory relating self and affect. (1987)What Is Agency? (1998)Emerging adulthood: A theory of development from the late teens through the twenties. (2000)Creative Drama in the Classroom. (1992)Drama as Ethical Education (2000)Does Creative Drama Promote Language Development in Early Childhood? A Review of the Methods and Measures Employed in the Empirical Literature (2008)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)Patterns of engagement in authentic online learning environments (2003)Deference, Dissent, and Dispute Resolution: An Experimental Intervention Using Mass Media to Change Norms and Behavior in Rwanda (2009)Critical participatory action research as public science. (2012)Hegemonic masculinity: combining theory and practice in gender interventions (2015)
this work references cited by second hop

References

  • 1968Identity : Youth and Crisis. 196815,133 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1993Computers as Theatre1,251 cited
  • 2005Games for Actors and Non-Actors852 cited
  • 2004First person: new media as story, performance, and game733 cited
  • 1997Hamlet on the Holodeck469 cited
  • 1987Lifestyle and Consumer Culture406 cited
  • 1990Structuring drama work : a handbook of available forms in theatre and drama206 cited
  • 1992Collected Writings on Education and Drama170 cited
  • 2005THE STORY SO FAR124 cited
  • 1997Interactive Drama: Narrativity in a Highly Interactive Environment58 cited
  • 1991Improvisation, process drama and dramatic art42 cited
  • 2022Playing the game, role distance and digital performance15 cited

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