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 …