Listen nedenfor viser de seneste tilføjelser til Digiplays database med spilpublikationer.
Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning: A Randomized, Controlled Study,
New entry in Digiplay games research bibliography:
Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an …
Co-Creating Games: A Co-evolutionary Analysis,
New entry in Digiplay games research bibliography:
The phenomenon of consumer co-creation is often framed in terms of whether either economic market forces or socio-cultural non-market for …
”Stealing From Grandma” or Generating Cultural Knowledge?: Contestations and Effects of Cheating in a Tween Virtual World,
New entry in Digiplay games research bibliography:
Much research has described the various practices needed of gaining access and participation in multi-user game communities. Cheat sites …
Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices,
New entry in Digiplay games research bibliography:
Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative appro …
World of Whyville: An Introduction to Tween Virtual Life,
New entry in Digiplay games research bibliography:
Virtual worlds have become the new playground for millions of tweens but we know little what it takes to become a player in a virtual com …
”Blacks Deserve Bodies Too!”: Design and Discussion About Diversity and Race in a Tween Virtual World,
New entry in Digiplay games research bibliography:
In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual worl …
Your Second Selves: Player-Designed Avatars,
New entry in Digiplay games research bibliography:
Avatars in online games and worlds are seen as players’ key representations in interactions with each other. In this article, we investig …
Investigating the ”Why” in Whypox: Casual and Systematic Explorations of a Virtual Epidemic,
New entry in Digiplay games research bibliography:
Learning scientists have created and used virtual worlds to support players’ historical, scientific, and ecological inquiries. Much less …
The Influence of Violent and Nonviolent Computer Games on Implicit Measures of Aggressiveness,
New entry in Digiplay games research bibliography:
We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of agg …
Gender, Simulation, and Gaming: Research Review and Redirections,
New entry in Digiplay games research bibliography:
This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that hav …
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