SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Business and Culture of Digital Games: Gamework and Gameplay
0 references·6 citing·24 second hop
The Business and Culture of Digital Games: Gamework and Gameplay (2006)The Business and Culture of Digital Games…Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company (2019)Hacking Masculine Cultures - …Violent Video Games and Reciprocity (2014)Violent Video Games and Recip…Copyright Law and Video Games: A Brief History of an Interactive Medium (2013)Copyright Law and Video Games…Ingroup Versus Outgroup Conflict in the Context of Violent Video Game Play (2012)Ingroup Versus Outgroup Confl…A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain (2012)A Critical Interpretation of …Putting the Gay in Games (2009)Putting the Gay in GamesHomo Ludens: A Study of the Play-Element in Culture. (1951)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)The History of Sexuality (1976)The Evolution of Cooperation (1981)The Aggression Questionnaire. (1992)An Integrative Theory of Intergroup Conflict (2000)The benefits of playing video games. (2013)More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games (2014)Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction (2018)The Norm of Reciprocity: A Preliminary Statement (1960)Interpersonal Relations: A Theory of Interdependence (1982)Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games (2015)Studying the Digital: Directions and Challenges for Digital Methods (2017)The contagious impact of playing violent video games on aggression: Longitudinal evidence (2019)Mass Media and Society (1992)The Production of Culture Perspective (2004)İllerin Ekonomik Gelişmişliği Üzerinde Yaratıcı Sınıfın Etkisi: Türkiye Örneği (2016)The Cultural Industries (2019)Self-efficacy mechanism in human agency. (1982)Hegemonic Masculinity (2005)Using thematic analysis in psychology (2006)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2009Putting the Gay in Games116 cited
  • 2012Ingroup Versus Outgroup Conflict in the Context of Violent Video Game Play113 cited
  • 2014Violent Video Games and Reciprocity71 cited
  • 2019Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company16 cited
  • 2013Copyright Law and Video Games: A Brief History of an Interactive Medium14 cited
  • 2012A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain4 cited

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