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Creative Player Actions in FPS Online Video Games - Playing Counter-Strike.
11 references·4 citing·34 second hop
Creative Player Actions in FPS Online Video Games - Playing Counter-Strike. (2002)Creative Player Actions in FPS Online Vid…The Ambiguity of Play (2009)The Ambiguity of PlayTrigger Happy: Videogames and the Entertainment Revolution (2004)Trigger Happy: Videogames and…Digital Diversions (2004)Digital DiversionsViolent video games and aggression (1999)Violent video games and aggre…Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds (1997)Joystick Nation: How Videogam…Ill Effects: The Media Violence Debate (1997)Ill Effects: The Media Violen…Club cultures: music, media and subcultural capital (1996)Club cultures: music, media a…Subculture: The Meaning of Style (1995)Subculture: The Meaning of St…Warrior Dreams: Violence and Manhood in Post-Vietnam America (1994)Warrior Dreams: Violence and …Hiding in the Light, on Images and Things (1992)Hiding in the Light, on Image…From ritual to theatre : the human seriousness of play (1982)From ritual to theatre : the …Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization (2020)Good gamers, good managers? A…Game Studies’ Material Turn (2017)Game Studies’ Material TurnExperts at Play (2009)Experts at PlayBureaucratic reform and e-government in the United States: An institutional perspective (2008)Bureaucratic reform and e-gov…The consequences of modernity (1990)The Forms of Capital (2002)Consumer Culture Theory (CCT): Twenty Years of Research (2005)Where Consumers Diverge from Others: Identity Signaling and Product Domains (2007)Distinction: A Social Critique of the Judgement of Taste* (2018)An inventory for assessing different kinds of hostility. (1957)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Not so doomed: computer game play and positive adolescent development (2002)Social Foundations of Thought and Action (2002)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)The Design and Use of Simulation Computer Games in Education (2007)Cognition and Literacy in Massively Multiplayer Online Games (2008)Studying the Impact of Using Multimedia Interactive Programs on Children's Ability to Learn Basic Math Skills (2013)DO THE MEDIA HARM CHILDREN? (2007)Body Talk: Negotiating Body Image and Masculinity (2008)The Paradigm Shift: Pornography Research, Sexualization and Extreme Images (2011)Classification in Art (1987)"Anything But Heavy Metal": Symbolic Exclusion and Musical Dislikes (1996)Understanding Popular Culture (2006)Performing Autoethnography: An Embodied Methodological Praxis (2001)Can Consumers Escape the Market? Emancipatory Illuminations from Burning Man (2002)Cultural Pragmatics: Social Performance between Ritual and Strategy (2004)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Beyond ‘women and transport’: towards new geographies of gender and daily mobility (1999)Perceptions of race (2003)Structure and competition in the U.S. home video game industry (2002)Impacts of Net-generation attributes, seductive properties of the Internet, and gratifications-obtained on Internet use (2003)Digitized Virtuosity: Video War Games and Post-9/11 Cyber-Deterrence (2007)Masculinity and nationalism: gender and sexuality in the making of nations (1998)“White Men Are This Nation:” Right‐Wing Militias and the Restoration of Rural American Masculinity* (2000)Identification in Work, War, Sports, and Religion: Contrasting the Benefits and Risks (2001)
this work references cited by second hop

References

  • 1995Subculture: The Meaning of Style3,813 cited
  • 1996Club cultures: music, media and subcultural capital1,941 cited
  • 1982From ritual to theatre : the human seriousness of play1,707 cited
  • 2009The Ambiguity of Play1,313 cited
  • 1992Hiding in the Light, on Images and Things532 cited
  • 1999Violent video games and aggression252 cited
  • 1997Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds230 cited
  • 2004Trigger Happy: Videogames and the Entertainment Revolution229 cited
  • 1994Warrior Dreams: Violence and Manhood in Post-Vietnam America155 cited
  • 1997Ill Effects: The Media Violence Debate148 cited
  • 2004Digital Diversions144 cited

Cited by

  • 2009Experts at Play123 cited
  • 2017Game Studies’ Material Turn121 cited
  • 2008Bureaucratic reform and e-government in the United States: An institutional perspective68 cited
  • 2020Good gamers, good managers? A proof-of-concept study with Sid Meier’s Civilization37 cited

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