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Journal articles on the topic 'Game studies'

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1

Campagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.

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Шибанова, Е. В. "“GAME STUDIES”: THE PROBLEM OF STUDYING." Вестник Тверского государственного университета. Серия: Филология, no. 1(76) (April 17, 2023): 220–24. http://dx.doi.org/10.26456/vtfilol/2023.1.220.

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Статья посвящена освещению специфики восприятия игровой сферы обществом. Автор доказывает, что тенденции игнорирования или негативной оценки уступили место активному изучению. Рассмотрены особенности современного состояния исследований компьютерных игр, их социокультурного потенциала, определены возможности изучения феномена в рамках медиакоммуникаций. The article is devoted to highlighting the specifics of the perception of the gaming sphere by society. The author proves that the tendencies of ignoring or negative evaluation have given way to active study. The specifics of the current state i
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3

Vetushinskiy, A. S., and A. S. Salin. "Game Studies in Russia: Eight Year." Sociology of Power 32, no. 3 (2020): 8–13. http://dx.doi.org/10.22394/2074-0492-2020-3-8-13.

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4

Gualeni, Stefano, Riccardo Fassone, and Dom Ford. "On fictional games and fictional game studies." Eludamos: Journal for Computer Game Culture 16, no. 1 (2025): 1–5. https://doi.org/10.7557/23.8094.

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5

Gekker, Alex. "Against Game Studies." Media and Communication 9, no. 1 (2021): 73–83. http://dx.doi.org/10.17645/mac.v9i1.3315.

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The article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as “GS” by those writing in or adjacent to the field; (2) that those attributes are historically rooted in an attempt to disassociate videogames from other types of electronic (and later—digital) media; and that (3) the preconditions that have led to this split are currently moot. In the first section of this article, I elaborate on these presuppositions through reading GS as a historically rooted field, centred around t
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Ruberg, Bo. "Trans Game Studies." JCMS: Journal of Cinema and Media Studies 61, no. 2 (2022): 200–205. http://dx.doi.org/10.1353/cj.2022.0006.

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Euteneuer, Jacob. "Queer game studies." New Media & Society 20, no. 2 (2018): 841–42. http://dx.doi.org/10.1177/1461444817742900c.

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Alexopoulos, Tasia. "Queer game studies." Feminist Media Studies 18, no. 5 (2018): 961–62. http://dx.doi.org/10.1080/14680777.2018.1498148.

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9

Reed, Charley. "Queer game studies." Critical Studies in Media Communication 34, no. 5 (2017): 510–13. http://dx.doi.org/10.1080/15295036.2017.1371850.

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10

Shaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.

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11

Miller, Josh Aaron, and Seth Cooper. "Case Studies in Game-Based Complex Learning." Multimodal Technologies and Interaction 5, no. 12 (2021): 72. http://dx.doi.org/10.3390/mti5120072.

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Despite the prevalence of game-based learning (GBL), most applications of GBL focus on teaching routine skills that are easily teachable, drill-able, and testable. Much less work has examined complex cognitive skills such as computational thinking, and even fewer are projects that have demonstrated commercial or critical success with complex learning in game contexts. Yet, recent successes in the games industry have provided examples of success in game-based complex learning. This article represents a series of case studies on those successes. We interviewed game designers Zach Gage and Jack S
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Zarzycka, Agata. "Editorial: American Culture in Games and Game Studies." Anglica Wratislaviensia 61, no. 2 (2024): 9–11. http://dx.doi.org/10.19195/0301-7966.61.2.1.

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13

Apperley, Thomas H., and Darshana Jayemane. "Game Studies’ Material Turn." Westminster Papers in Communication and Culture 9, no. 1 (2012): 5. http://dx.doi.org/10.16997/wpcc.145.

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14

Inwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.

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The editor’s introduction discusses progress so far and possible future directions in the emerging field of Sinophone game studies, taken to mean the study of games – in this case, specifically video, computer, digital, or electronic games – in a Sinophone context, including mainland China and the broader Chinese-speaking world. Recent industry figures and news stories related to video gaming in the People’s Republic of China (PRC) paint a picture of continued expansion and growing global ambitions, albeit tempered by the regular introduction of fresh government regulations surrounding game co
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15

ITO, Kenji. "Beyond Digital Game Studies." Journal of Digital Games Research 1, no. 1 (2007): 34–45. http://dx.doi.org/10.9762/digraj.1.1_34.

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16

Jagoda, Patrick, and Jennifer Malkowski. "Introduction: American Game Studies." American Literature 94, no. 1 (2022): 1–16. http://dx.doi.org/10.1215/00029831-9696959.

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17

Payne, Matthew Thomas, and Gregory Steirer. "Redesigning game industries studies." Creative Industries Journal 7, no. 1 (2014): 67–71. http://dx.doi.org/10.1080/17510694.2014.892292.

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18

Poirier-Poulin, Samuel. "Game Studies and Decoloniality." Antares: letras e humanidades 12, no. 28 (2020): 366–70. http://dx.doi.org/10.18226/19844921.v12.n28.18.

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19

Costa, Caio Túlio Olímpio Pereira da. "Imersão e game studies." Revista Cientí­fica/FAP 31, no. 2 (2024): 53–81. https://doi.org/10.33871/19805071.2024.31.2.9562.

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investigando como essa experiência é moldada por elementos artísticos e culturais. A análise foca em três títulos: Dandara: Trials of Fear, The Master’s Pupil e Paulista Invaders, destacando como cada um utiliza a arte e o contexto cultural para criar experiências imersivas. Através de metodologia qualitativa teórico-reflexiva por intermédio das Narrativas de Si, o artigo traz análises de Dandara: Trials of Fear, examinado por sua incorporação de referências culturais e artísticas brasileiras, como a obra de Tarsila do Amaral, para promover uma experiência que vai além do entretenimento, incen
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20

Eskelinen, Markku. "Towards computer game studies." Digital Creativity 12, no. 3 (2001): 175–83. http://dx.doi.org/10.1076/digc.12.3.175.3232.

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21

Wolf, Mark J. P. "Game Studies and Beyond." Games and Culture 1, no. 1 (2006): 116–18. http://dx.doi.org/10.1177/1555412005281787.

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22

Crea, Filippo. "Game changer epidemiological studies." European Heart Journal 44, no. 42 (2023): 4393–97. http://dx.doi.org/10.1093/eurheartj/ehad739.

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23

Vinícius, Oliveira de Oliveira, and Lopes da Silva Nathalia. "Rethinking gamification according to contributions made by studies in videogame literacy and game studies: the example of the activity "Oral English — Games"." Revista Letras Raras 12, no. 2 (2023): 87–107. https://doi.org/10.5281/zenodo.8301834.

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This paper aims to discuss a gamified activitied that was developed to teach listeniing skills in English, which is called “Oral English — Games”. This activity was developed and hosted in the site ELO. In specific terms, our objective was to discuss to what extent the contributions of studies made according to Videogame Literacy Studies and Game Studies would help to contribute the gamification mechanics of this activity. The choice for this activity is justified by the reason that is a gamified activity that presents some content related to digital games. This characteristi
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24

Crogan, Patrick. "The Game Thing: Ludology and other Theory Games." Media International Australia 110, no. 1 (2004): 10–18. http://dx.doi.org/10.1177/1329878x0411000104.

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The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, The Thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the opposition between ‘ludological’ and narratological theorisations of the computer game. This opposition is examined for both its limitations and its produ
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25

Chen, Yu. "Studies on Web Game Interface Design." Applied Mechanics and Materials 401-403 (September 2013): 1756–59. http://dx.doi.org/10.4028/www.scientific.net/amm.401-403.1756.

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WebGame translated into Chinese is "web game", "web game" user interface uses browser as direct media to communicate with game and users, which has big difference with interface design of other games. Web game has huge potential audience, it simplifies game experience process to the extreme. The industry has recently treats browser as a virtual operating system, which makes a better prospect for web games. We hope that we have come to effective principles and methods and can guide future web game interface design.
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26

Derksen, M. E., S. van Strijp, A. E. Kunst, J. G. Daams, M. W. M. Jaspers, and M. P. Fransen. "Serious games for smoking prevention and cessation: A systematic review of game elements and game effects." Journal of the American Medical Informatics Association 27, no. 5 (2020): 818–33. http://dx.doi.org/10.1093/jamia/ocaa013.

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Abstract Objective Serious health games might have the potential to prevent tobacco smoking and its health consequences, depending on the inclusion of specific game elements. This review aimed to assess the composition of serious games and their effects on smoking initiation prevention and cessation and behavioral determinants. Materials and Methods We systematically searched MEDLINE, Embase, PsycINFO, and Web of Science for publications that evaluated serious games aimed at changing smoking behavior or behavioral determinants. A taxonomy by King et al was used to classify game elements. Resul
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27

Obreja, Dragoș-Mihai. "Book Review: An introduction to game studies: Games in culture." New Media & Society 23, no. 6 (2021): 1723–25. http://dx.doi.org/10.1177/1461444821999819.

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28

Gee, James Paul. "Why Game Studies Now? Video Games: A New Art Form." Games and Culture 1, no. 1 (2006): 58–61. http://dx.doi.org/10.1177/1555412005281788.

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29

Nagenborg, Michael. "Handbook of computer game studies." International Review of Information Ethics 4 (December 1, 2005): 67–68. http://dx.doi.org/10.29173/irie176.

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Review of Joost Raessens and Jeffrey Goldstein: Handbook of computer game studies. Cambridge, Massachusetts – London, England: MIT Press 2005. By more than 450 large-format pages the publishers offer a view of current research in the field of “game studies”. With almost no exception, the 27 articles are of high quality. Readers, however, who are familiar with the works of the single authors are offered only little new information. Unfortunately, the authors mostly focus on western, particularly US-American games and players. But still the book can be recommended both as a consolidating introdu
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30

Nieborg, David B., and Joke Hermes. "What is game studies anyway?" European Journal of Cultural Studies 11, no. 2 (2008): 131–47. http://dx.doi.org/10.1177/1367549407088328.

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31

Dalby, Marie. "Orientations in Queer Game Studies." Transactions of the Digital Games Research Association 6, no. 3 (2024): 1–30. http://dx.doi.org/10.26503/todigra.v6i3.2174.

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This paper examines the paradigm of queer game studies. In order to do so, I employ Sara Ahmed’s (2006; 2007) queer phenomenology as a method, which I call a spatial discourse analysis, to trace orientations in the paradigm’s foundational texts from 2017-2018. I identify how queer gets meaning in relation to objects via proximity and distance, and present three orientations in queer game studies: representation, materiality, and fun. I argue that representation becomes constituting for queer game studies, in the effort to escape it; that tech-materiality perceived as video game specific gets a
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32

Steinkuehler, Constance A. "Why Game (Culture) Studies Now?" Games and Culture 1, no. 1 (2006): 97–102. http://dx.doi.org/10.1177/1555412005281911.

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33

Nieborg, D. B., and J. Hermes. "What is game studies anyway?" European Journal of Cultural Studies 11, no. 2 (2008): 131–47. http://dx.doi.org/10.1177/1567549407088328.

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34

Martyniuk, Stephanie Veronica. "Game On!—Teaching Video Game Studies in the Arts Classroom." Art Education 71, no. 3 (2018): 14–19. http://dx.doi.org/10.1080/00043125.2018.1436325.

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35

Schweighauser, Philipp. "Doubly Real: Game Studies and Literary Anthropology; or, Why We Play Games." Eludamos: Journal for Computer Game Culture 3, no. 2 (2009): 115–32. http://dx.doi.org/10.7557/23.6001.

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Few game studies scholars will regret that the infelicitous ludology vs. narratology debate has been left behind. However, one misconception concerning the nature of literary theory continues to haunt game studies. If Gonzalo Frasca (correctly) observes that "Ludologists Love Stories, Too" (2003), I wish to point out that his conciliatory gesture seriously threatens to distort the concerns of literary theorists in ways that make their reflections on human sense-making indeed seem of very limited use to game studies scholars. If we truly want to know in what respects game studies can profit fro
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Richter, Jonas. "Höllfahren: Ein Überblick." Das Blatt. Schriftenreihe der deutschen Spielkartengesellschaft Bube Dame König, no. 64 (March 2, 2022): 51–69. https://doi.org/10.5281/zenodo.6323236.

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overview on the history of the card game "Höllfahren" or "in die Höll". Due to a mistake, an earlier draft was published instead of the final version, which can be found here: https://zenodo.org/record/6326752
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Eklund, Lina, Björn Sjöblom, and Jon Back. "On Interdisciplinary Embraces in Game Studies." Transactions of the Digital Games Research Association 6, no. 3 (2024): vii—xxv. http://dx.doi.org/10.26503/todigra.v6i3.2172.

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That game studies is an interdisciplinary venture is often stated and yet contested. Indeed, the Nordic DiGRA 2023 Conference was held under the theme: Interdisciplinary Embraces. In this editorial to the conference special issues we delve into the history of game studies as interdisciplinary. Through interviews with some key researchers from the Nordic Region (Annika Waern, Espen Aarseth, Frans Mäyrä, Jesper Juul), we explore some meanings and implications of the interdisciplinarity nature of game studies. We suggest that the success of game studies as a “project” lies in its ability to bring
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Shahryan, Abdulrahman Alserri, Azan Mat Zin Nor, and Siti Meriam Tengku Wook Tengku. "Gender-based Game Engagement Model Validation using Low Fidelity Prototype." International Journal of Engineering and Advanced Technology (IJEAT) 9, no. 4 (2020): 1982–88. https://doi.org/10.35940/ijeat.D9042.049420.

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Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoymen
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Jančič, Polona, and Vlasta Hus. "Teaching Social Studies With Games." International Journal of Game-Based Learning 8, no. 2 (2018): 68–79. http://dx.doi.org/10.4018/ijgbl.2018040106.

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Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, aesthetics, and ecology. Among other didactic recommendations in the national curriculum for teaching, social studies include experiential learning with games. Game-based learning enables an optimal learning environment for students. The purpose of this article is to examine representation of games in social studies in primary school. The research sample consisted of 290 s
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Moskalchuk, H. "Phenomenon of “language game” in contemporary Ukrainian Studies." Studia Philologica 1, no. 14 (2020): 68–74. http://dx.doi.org/10.28925/2311-2425.2020.1410.

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The article is devoted to the study of the concept of “game” and the phenomenon of the language game in the modern scientific interpretation. The interpretation of the concept of “language game” is reviewed and averaged. Scientific views on the game phenomenon in different spheres of human knowledge are presented. The author has made an attempt to study the nature of the language game and its main characteristics, to analyse its features. On the one hand, language game is seen as the intentional departure from the norm with the purpose of creating a humorous effect, on the other, it is perceiv
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Ahmad, Mifrah. "Game Designers’ Perspectives: Interception between Games and Educational Games Design." European Conference on Games Based Learning 16, no. 1 (2022): 11–20. http://dx.doi.org/10.34190/ecgbl.16.1.895.

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Games and Educational Games(EGs)! To what extent do they diverge? How do game designers approach such apposition? The extensive need for games in and outside classrooms demands clarity between games and EGs through game designers’ perspectives. In the Australian context, game designers have witnessed technological advancement, the user-expectation, and the use of games within various contexts, including the classroom. The transformation in technology and the need to adapt and design games corresponds to the needs and requirements of its end-users. Admittedly, it has been overlooked in gaming s
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42

Mangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.

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Game localisation is a type of audiovisual translation that has gradually been gathering scholarly attention since the mid-2000s, mainly due to the increasing and ubiquitous presence of video games in the digital society and the gaming industry's need to localise content in order to access global markets. This paper will focus on burning issues in this field, that is, issues that require specific attention, from an industry and/or an academic perspective. These include the position of game localisation within the wider translation studies framework, the relationship between game localisation a
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43

Rueff, Julien. "Où en sont les « game studies » ?" Réseaux 151, no. 5 (2008): 139. http://dx.doi.org/10.3917/res.151.0139.

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Editors, Compiled by the. "Dossier: The Futures of Game Studies." Velvet Light Trap 81 (March 2018): 57–80. http://dx.doi.org/10.7560/vlt8106.

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45

Baker, N. "The Rise of Digital Game Studies." Choice Reviews Online 48, no. 01 (2010): 27–34. http://dx.doi.org/10.5860/choice.48.01.27.

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46

Afanasov, Nikolai B. "“Start” Button Pressed. Game Studies Resumed." Galactica Media: Journal of Media Studies 3, no. 4 (2021): 227–38. http://dx.doi.org/10.46539/gmd.v3i4.192.

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47

Rueff, Julien. "Où en sont les « game studies »." Réseaux 26, no. 151 (2008): 91–137. http://dx.doi.org/10.3166/rseaux.151.91-137.

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48

Kirkpatrick, Graeme. "Computer game studies at Northumbria University." Computers in Entertainment 2, no. 1 (2004): 6. http://dx.doi.org/10.1145/973801.973812.

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Chapman, Adam, Anna Foka, and Jonathan Westin. "Introduction: what is historical game studies?" Rethinking History 21, no. 3 (2016): 358–71. http://dx.doi.org/10.1080/13642529.2016.1256638.

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50

Ruggill, Judd Ethan. "Game Studies, Culture, Play and Practice." Journal of Gaming & Virtual Worlds 4, no. 2 (2012): 189–93. http://dx.doi.org/10.1386/jgvw.4.2.189_7.

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