Academic literature on the topic 'Gaming culture'
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Journal articles on the topic "Gaming culture"
Ortiz, Stephanie M. "The meanings of racist and sexist trash talk for men of color: A cultural sociological approach to studying gaming culture." New Media & Society 21, no. 4 (November 29, 2018): 879–94. http://dx.doi.org/10.1177/1461444818814252.
Full textChakraborti, Siddharta, Kwabena Opoku-Agyemang, and Dibyadyuti Roy. "Gaming, culture, hegemony: Introductory remarks." Journal of Gaming & Virtual Worlds 7, no. 2 (June 1, 2015): 137–40. http://dx.doi.org/10.1386/jgvw.7.2.137_7.
Full textTherrien, Carl. "The formation of gaming culture: UK gaming magazines, 1981–1995." Information, Communication & Society 19, no. 12 (August 2, 2016): 1763–65. http://dx.doi.org/10.1080/1369118x.2016.1216145.
Full textCade, Rochelle, and Jasper Gates. "Gamers and Video Game Culture." Family Journal 25, no. 1 (November 25, 2016): 70–75. http://dx.doi.org/10.1177/1066480716679809.
Full textÖrnebring, Henrik. "Alternate reality gaming and convergence culture." International Journal of Cultural Studies 10, no. 4 (December 2007): 445–62. http://dx.doi.org/10.1177/1367877907083079.
Full textEisenberg, Leslie E. "On Gaming Pieces and Culture Contact." Current Anthropology 30, no. 3 (June 1989): 345. http://dx.doi.org/10.1086/203751.
Full textSiu Lam, Carlos, and Lynn Jamieson. "MACAO’S NONGAMING ENTERTAINMENT, CULTURE AND CITY BRANDING." ENLIGHTENING TOURISM. A PATHMAKING JOURNAL 12, no. 1 (June 6, 2022): 304–36. http://dx.doi.org/10.33776/et.v12i1.5432.
Full textKiourt, Chairi, and Stella Markantonatou. "Intertwining Culture With Education Through Gamified Storytelling." International Journal of Computational Methods in Heritage Science 2, no. 1 (January 2018): 8–22. http://dx.doi.org/10.4018/ijcmhs.2018010102.
Full textSnodgrass, Jeffrey G., Greg Batchelder, Scarlett Eisenhauer, Lahoma Howard, HJ Francois Dengah, Rory Sascha Thompson, Josh Bassarear, et al. "A guild culture of ‘casual raiding’ enhances its members’ online gaming experiences: A cognitive anthropological and ethnographic approach to World of Warcraft." New Media & Society 19, no. 12 (May 5, 2016): 1927–44. http://dx.doi.org/10.1177/1461444816644804.
Full textStavropoulos, Vasileios, Kyi Lyn Baynes, Dominic Lloyd O’Farrel, Rapson Gomez, Astrid Mueller, Murat Yucel, and Mark Griffiths. "Inattention and Disordered Gaming: Does Culture Matter?" Psychiatric Quarterly 91, no. 2 (January 3, 2020): 333–48. http://dx.doi.org/10.1007/s11126-019-09702-8.
Full textDissertations / Theses on the topic "Gaming culture"
Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.
Full textThis study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.
Butt, Mahli-Ann Rakkomkaew. "Gaming Lifeworlds: Videogames in Culture." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/27979.
Full textHart, Danielle M. ""Beyond Normative Gaming: Cripping Games and Their Fandoms"." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.
Full textYoung, Bryan-Mitchell. "Frag| An ethnographic examination of computer gaming culture and identity at LAN parties." Thesis, Indiana University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3612176.
Full textUtilizing ethnographic methods, this work examines how attendees of computer gaming events held by the Gaming@IU club form a community which uses technology to bring people together rather than isolate them and analyzes the ways attendees perform a unique forms of Whiteness and "nerd masculinity." Known as LAN parties, these computer gaming events are social functions where approximately 200 participants collocate their computers and play videogames with and against each other for up to twenty-four hours straight. Drawing years of fieldwork, this work uses participant observation and in depth interviews to examine how this group uses the computer gaming events to create a third place away from work and school where friendships can be created and maintained.
Based on this data, I examine the ways in which the statements of the LAN party attendees draw on a discourse of racial colorblindness to avoid dealing with the overwhelming Whiteness of these events which is not reflective of the racial and ethnic diversity of the area. I show how an avoidance of discussion of Whiteness and a general inability to articulate their thoughts about race prevents the attendees from interrogating the role the LAN party's organization may play in the racial makeup of attendees.
Focusing on issues of sexual harassment within gaming, I also look at the ways in which the games played and the social norms of the LAN party encourage the performance of hegemonic masculinity while playing the videogames but allow the attendees to inhabit a more complicit form of masculinity which is not overtly sexist. I argue that by embracing non-normative masculinity outside the games but discouraging it within the games, the LAN party participants are professing openness and acceptance but are failing to live up to that ideal.
Olsson, Maria. ""True gamer" culture on Twitch and its effect on female streamers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24013.
Full textReamer, Nicole D. "“I Don't Take Kindly To Your Invasion of This Fine Gaming Culture”: Gender, Emotion, and Power in Digital Gaming Spaces as Demonstrated Through Dead Island." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1447453218.
Full textGoodfellow, Catherine Elizabeth. "Online gaming in post-Soviet Russia : practices, contexts and discourses." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/online-gaming-in-postsoviet-russia-practices-contexts-and-discourses(43d061dd-5108-42e5-b0b1-87d396a53c0c).html.
Full textBootes, Robin. "The emergence of gamer culture and the gaming press : the UK videogame magazine as cultural and consumer guide, 1981-1993." Thesis, University of Newcastle upon Tyne, 2016. http://hdl.handle.net/10443/3527.
Full textLandou, Firdaus. "Gaming, Friend or Foe: An Analysis of Religion in Video Games." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/721.
Full textNore, Daniel, and My Unosson. "”Boobs or gtfo” : En kritisk diskursanalys av bloggar i den svenska gamingdiskursen ur ett genusperspektiv." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-35928.
Full textBooks on the topic "Gaming culture"
Kirkpatrick, Graeme. The Formation of Gaming Culture. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107.
Full textGaming: Essays on algorithmic culture. Minneapolis, MN: University of Minnesota Press, 2005.
Find full textInc, ebrary, ed. Players unleashed!: Modding The sims and the culture of gaming. Amsterdam: Amsterdam University Press, 2011.
Find full textMarkovits, Andrei S. Gaming the world: How sports are reshaping global politics and culture. Princeton: Princeton University Press, 2010.
Find full textEncyclopedia of video games: The culture, technology, and art of gaming. Santa Barbara, Calif: Greenwood, 2012.
Find full textLars, Rensmann, ed. Gaming the world: How sports are reshaping global politics and culture. Princeton: Princeton University Press, 2010.
Find full textVideo games and gaming culture: Critical concepts in media and cultural studies. Abingdon, Oxon: Routledge, 2016.
Find full text1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.
Find full textVictoria, Guillén-Nieto, Marimón Llorca Carmen 1962-, and Vargas-Sierra Chelo, eds. Intercultural business communication and simulation and gaming methodology. Bern: Peter Lang, 2009.
Find full textB, Kafai Yasmin, ed. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, Mass: MIT Press, 2008.
Find full textBook chapters on the topic "Gaming culture"
Duncan, Sean C. "Crafting a Path into Gaming Culture." In Gaming Globally, 85–90. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_7.
Full textShaw, Adrienne. "How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture." In Gaming Globally, 183–201. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_13.
Full textKirkpatrick, Graeme. "Conclusion: Gaming Culture and Game Studies." In The Formation of Gaming Culture, 125–30. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_7.
Full textSzablewicz, Marcella. "Introduction: Mapping China’s Digital Gaming Culture." In Mapping Digital Game Culture in China, 1–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36111-2_1.
Full textArlt, Fabian, and Hans-Jürgen Arlt. "Transitions II: Modern Play Spaces and the Ludic Basic Feeling of Digital Culture." In Gaming is unlikely, 155–76. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-39964-1_7.
Full textKirkpatrick, Graeme. "Introduction." In The Formation of Gaming Culture, 1–4. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_1.
Full textKirkpatrick, Graeme. "Approaching Video Game History." In The Formation of Gaming Culture, 5–26. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_2.
Full textKirkpatrick, Graeme. "Studying the Magazines." In The Formation of Gaming Culture, 27–41. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_3.
Full textKirkpatrick, Graeme. "Getting a Feel for the Games." In The Formation of Gaming Culture, 42–72. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_4.
Full textKirkpatrick, Graeme. "Game Addicted Freaks." In The Formation of Gaming Culture, 73–100. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_5.
Full textConference papers on the topic "Gaming culture"
Nakajima, Yuu, Reiko Hishiyama, and Takao Nakaguchi. "Multiagent Gaming System for Multilingual Communication." In 2015 International Conference on Culture and Computing (Culture Computing). IEEE, 2015. http://dx.doi.org/10.1109/culture.and.computing.2015.22.
Full textMartin, Crystle, and Matthew Rafalow. "Gendered Barriers to Participation in Gaming Culture." In GenderIT '15: The Third Conference on GenderIT. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2807565.2807713.
Full textKhairunisa, Aurora Almarini. "Computer-Mediated Communication: Online Gaming Communication Culture." In 2nd Jogjakarta Communication Conference (JCC 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200818.039.
Full textKido, Ayae, Kosuke Wakabayashi, Tomomi Hatano, Akinobu Nameda, Shinya Saito, Mitsuyuki Inaba, and Tatsuya Sato. "Visualizing and Analyzing Cultural Voices in Computer-Mediated Communication through Social Gaming Simulation." In 2011 Second International Conference on Culture and Computing (Culture Computing). IEEE, 2011. http://dx.doi.org/10.1109/culture-computing.2011.55.
Full textPrado, Victor, Carla Delgado, Mônica Silva, Lorena Griõn, and Leandro Nascimento. "Gaming Culture: Teachers Perception in High Schools of Brazil." In 13th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010486603190323.
Full textÇalışkan, Esra, Gülgün Kayakutlu, and Vehbi Tufan Koç. "Innovation in Energy: Dissemination of Energy Culture Via Serious Gaming." In 2016 Federated Conference on Computer Science and Information Systems. PTI, 2016. http://dx.doi.org/10.15439/2016f591.
Full textCavcic, Antonija. "Playing through the Pandemic: The Social and Emotional Gratifications of Gaming during the COVID-19 Pandemic in Japan." In – The Kyoto Conference on Arts, Media and Culture 2021. The International Academic Forum(IAFOR), 2022. http://dx.doi.org/10.22492/issn.2436-0503.2022.2.
Full textCarvalho, Vítor Marques, and Elizabeth Sucupira Furtado. "GLiMPSE - A Framework for Evaluating UX in Games." In I Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/wiplay.2019.7834.
Full textHu, Xiaomei. "Controlling and Anti-Controlling Between Parents and Their Adolescent Children on Gaming Behavior: A Perspective of Resisting in Everyday Life." In 4th International Conference on Culture, Education and Economic Development of Modern Society (ICCESE 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200316.277.
Full textГалина Владимировна, Зароднюк,, and Ларионова, Марина Николаевна. "ON THE QUESTION OF THE PEDAGOGICAL IMPORTANCE OF THE USE OF OUTDOOR GAMES." In Образование, педагогика и психология в условиях современных вызовов: сборник статей международной научной конференции (Великий Устюг, Ноябрь 2022). Crossref, 2022. http://dx.doi.org/10.37539/221118.2022.88.14.005.
Full textReports on the topic "Gaming culture"
Kerrigan, Susan, Phillip McIntyre, and Marion McCutcheon. Australian Cultural and Creative Activity: A Population and Hotspot Analysis: Geelong and Surf Coast. Queensland University of Technology, 2020. http://dx.doi.org/10.5204/rep.eprints.206969.
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