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Valha11a: Agency and Genre in Emergent Virtual Larp
11 references·0 citing·26 second hop
Valha11a: Agency and Genre in Emergent Virtual Larp (2021)Valha11a: Agency and Genre in Emergent Vi…Performance Studies and Role-Playing Games (2018)Performance Studies and Role-…Live-Action Role-Playing Games (2018)Live-Action Role-Playing GamesPerformance as Research (2017)Performance as ResearchSimming: Participatory Performance and the Making of Meaning (2014)Simming: Participatory Perfor…Liveness: performance in a mediatized culture (2008)Liveness: performance in a me…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Critical theory and science fiction (2000)Critical theory and science f…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Shared Fantasy: Role-Playing Games as Social Worlds (1985)Shared Fantasy: Role-Playing …Visual Pleasure and Narrative Cinema (1975)Visual Pleasure and Narrative…Understanding Media: The Extensions of Man (1964)Understanding Media: The Exte…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)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)Cultural Pragmatics: Social Performance between Ritual and Strategy (2004)The Mediatization of Society (2008)Taken Out of Context: American Teen Sociality in Networked Publics (2017)TEN LIES OF ETHNOGRAPHY (1993)Constructions and reconstructions of self in virtual reality: Playing in the MUDs (1994)There is No Magic Circle (2009)Club cultures: music, media and subcultural capital (1996)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Social Implications of the Internet (2001)Objectification Theory: Toward Understanding Women's Lived Experiences and Mental Health Risks (1997)Post‐feminism and popular culture (2004)Understanding Popular Culture (2006)Digital Historiography and Performance (2016)White-Skinned Gods: Thor Heyerdahl, the Kon-Tiki Museum, and the Racial Theory of Polynesian Origins (2016)Museum Studies (2020)Resting with Pines in Nida – attempts at performing with plants (2019)The planet, everyday: towards collaborative performance studies (2019)The Cambridge Companion to American Science Fiction (2015)BILDER EINER BESSEREN WELT Die Utopie im nichtfiktionalen Film (2019)Climate Fiction, Climate Theory: Decolonising Imaginations of Global Futures (2022)
this work references cited by second hop

References

  • 1964Understanding Media: The Extensions of Man12,311 cited
  • 1975Visual Pleasure and Narrative Cinema8,669 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 2008Liveness: performance in a mediatized culture1,677 cited
  • 1985Shared Fantasy: Role-Playing Games as Social Worlds612 cited
  • 2000Critical theory and science fiction345 cited
  • 2018Live-Action Role-Playing Games34 cited
  • 2014Simming: Participatory Performance and the Making of Meaning26 cited
  • 2017Performance as Research16 cited
  • 2018Performance Studies and Role-Playing Games13 cited

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