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“I need a Wii”: Motivations and experiences of playing videogames,

New entry in Digiplay games research bibliography:

Research on videogames has largely focused on their negative effects on aggressive attitudes and behaviours (e.g., Anderson & Bushman, 20 …

Minecraft as Web 2.0: Amateur Creativity & Digital Games (draft),

New entry in Digiplay games research bibliography:

This chapter considers how the digital game Minecraft has both enabled and benefited from various Web 2.0 practices. I begin with an expl …

Putting the “fun factor” into gaming: The influence of social contexts on experiences of playing videogames,

New entry in Digiplay games research bibliography:

The increasingly social nature of gaming suggests the importance of understanding its affective and psychological outcomes. The current r …

Using videogames in psychological gaming research,

New entry in Digiplay games research bibliography:

Videogames are extremely complex forms of media which consist of numerous constituent
parts, including a wide range of different game asp …

Computer and videogames,

New entry in Digiplay games research bibliography:

Behind the Avatar: The Patterns, Practices, and Functions of Role Playing in MMOs,

New entry in Digiplay games research bibliography:

A two-part quantitative and qualitative study of role players within a virtual game world examined their prevalence, practices, and ident …

Cash Trade in Free-to-Play Online Games,

New entry in Digiplay games research bibliography:

The rapidly expanding “free-to-play” online game payment model represents a huge shift in digital game commercialization, with cash payme …

Embodied Metaphors: Exposing Informatic Control Through First-Person Shooters,

New entry in Digiplay games research bibliography:

This article argues that the game player’s epiphany when regaining control after an aporia is similar to the metaphorical awareness of th …

The Game Body: Toward a Phenomenology of Contemporary Video Gaming,

New entry in Digiplay games research bibliography:

Synthesizing research in philosophy and phenomenology, this article offers a sympathetic critique of Vivian Sobchack’s view of digital mo …

Game Scenes: Theorizing Digital Game Audiences,

New entry in Digiplay games research bibliography:

This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience–enab …