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Gender inclusive game design : expanding the market
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Gender inclusive game design : expanding the market (2004)Gender inclusive game design : expanding …EFEKTIVITAS PENGGUNAAN GAME EDUKASI BERJENIS PUZZLE, RPG DAN PUZZLE RPG SEBAGAI SARANA BELAJAR MATEMATIKA (2017)EFEKTIVITAS PENGGUNAAN GAME E…The Motherhood Business: Consumption, Communication, and Privilege (2015)The Motherhood Business: Cons…The importance and use of targeted content knowledge with scaffolding aid in educational simulation games (2012)The importance and use of tar…Queering Internet Studies: Intersections of Gender and Sexuality (2011)Queering Internet Studies: In…Digital Games for Education: When Meanings Play (2011)Digital Games for Education: …Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry (2010)Sex Differences and Similarit…PRODUCTIVE PLAY: BEYOND BINARIES (2008)PRODUCTIVE PLAY: BEYOND BINAR…Portrayals of Information and Communication Technology on World Wide Web Sites for Girls (2006)Portrayals of Information and…Gender Trouble: Feminism and the Subversion of Identity (1991)Bodies that Matter: on the Discursive Limits of 'Sex' (1994)The Cultural Politics of Emotion (2014)Gaming out online: Black lesbian identity development and community building in Xbox Live (2017)The power of vulnerability: mobilising affect in feminist, queer and anti-racist media cultures (2019)From Barbie to Mortal Kombat: gender and computer games (1998)Zero to Six: Electronic Media in the Lives of Infants, Toddlers and Preschoolers (2003)Sex Differences in Video Game Play: (2004)Learning efficacy and user acceptance of a game-based social skills learning environment (2016)Digital Game Dynamics Preferences and Player Types (2017)Homo Ludens: A Study of the Play-Element in Culture. (1951)Frame Analysis: An Essay on the Organization of Experience. (1975)Art as Experience (1934) (2026)Social Learning Theory (1977)Social Learning Theory. (1978)Bowling alone: the collapse and revival of American community (2000)Dilemmas in a general theory of planning (1973)Situated Learning: Legitimate Peripheral Participation. (1994)The Concept of Mind (2006)Challenges and opportunities: using a science-based video game in secondary school settings (2012)The role of knowledge in discourse comprehension: A construction-integration model. (1988)Flow: the psychology of optimal experience (1990)What Video Games Have to Teach Us about Learning and Literacy (2004)An Investigation of Game-Embedded Handheld Devices to Enhance English Learning (2015)The Woman in the Body: A Cultural Analysis of Reproduction (1988)The Gift: The Form and Reason for Exchange in Archaic Societies. (1992)Modernity at Large: Cultural Dimensions of Globalization. (1998)Introduction to Mothering Rhetorics (2017)“Am I a good [white] mother?” Mad men, bad mothers , and post(racial)feminism (2018)“Evil Is Part of the Territory”: Inventing the Stepmother in Self-Help Books (2019)The Grasshopper: Games, Life and Utopia (1978)Rules of Play: Game Design Fundamentals (2003)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)
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  • 2010Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry112 cited
  • 2017EFEKTIVITAS PENGGUNAAN GAME EDUKASI BERJENIS PUZZLE, RPG DAN PUZZLE RPG SEBAGAI SARANA BELAJAR MATEMATIKA53 cited
  • 2012The importance and use of targeted content knowledge with scaffolding aid in educational simulation games36 cited
  • 2011Digital Games for Education: When Meanings Play34 cited
  • 2006Portrayals of Information and Communication Technology on World Wide Web Sites for Girls24 cited
  • 2011Queering Internet Studies: Intersections of Gender and Sexuality22 cited
  • 2015The Motherhood Business: Consumption, Communication, and Privilege20 cited
  • 2008PRODUCTIVE PLAY: BEYOND BINARIES10 cited

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