Academic literature on the topic 'Gaming culture'

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Journal articles on the topic "Gaming culture"

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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.

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Scholars have documented how people of color experience gaming culture as violent, yet it is unclear how this violence shapes conceptualizations of gaming culture. Undertaking a cultural sociological approach that foregrounds meaning-making, I demonstrate that trash talk is a useful site to explore how social actors construct and negotiate gaming culture. Analyzing data from 12 qualitative interviews with men of color, I argue that trash talk is a practice of boundary-making that reproduces racism and sexism. Respondent narratives about gaming culture vis-à-vis trash talk thus show how gaming culture is socially constructed in everyday interactions, and bound to cultural repertoires and structural conditions that exist outside of gaming. This study provides a potential avenue to explore the socially constructed and dynamic nature of gaming culture and gamer identity.
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Chakraborti, 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.

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Therrien, 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.

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Cade, 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.

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Gamers are a growing population and video game culture remains unfamiliar to the majority of counselors. Little scholarship exits that would aid counselors in gaining awareness and knowledge about gamers and video game culture. Such information has implications for counselors to better meet the needs of gamers, their partners, and families seeking counseling. The authors discuss elements of gaming culture including a brief history, population characteristics, terminology, healthy and unhealthy gaming, and implications for counselors.
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Örnebring, 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.

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Eisenberg, Leslie E. "On Gaming Pieces and Culture Contact." Current Anthropology 30, no. 3 (June 1989): 345. http://dx.doi.org/10.1086/203751.

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Siu 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.

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Although entertainment can be a pull-factor to attract tourists in their trips, it can be easily duplicated in other jurisdictions. Focused on the non-gaming entertainment by the gaming concessionaires in Macao, this paper examines the entertainment development, and explores how these concessionaires identify the right entertainment for patrons and the challenges associated with such entertainment offerings. Despite Macao’s wealth of East-West culture, this study analyzes the use of such culture in Macao’s entertainment, and the creation of its unique branding. The integration of culture into such entertainment, when coupled with Macao’s smallness, may represent the essential factors to satisfy tourists’ multiple needs for entertainment products, thereby leading to Macao’s renewed branding as a center of tourism and leisure from its strong gaming image. This study is one of a few that focuses on the merger of culture and entertainment, and is exploratory and qualitative in nature. Semi-structured in-depth interviews with executives in Macao’s entertainment segment were utilized. Such interview findings were analyzed using the Miles and Huberman (1994) framework, along with the data from the annual reports of the concessionaires and the Macao Census and Statistics Service. The findings may be useful for gaming destinations planning to alter their branding.
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Kiourt, 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.

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Coupling culture and education has attracted significant attention and pushed towards the replacement of the typical STEM model into STEAM. An effective integration of culture in the everyday educational practice, empowered by game-based storytelling has already shown great potential in transforming the way people are exposed to and grasp knowledge. This paper presents an attempt to put culture, education, gaming and storytelling together. Myth Trek was a game developed using state-of-the-art gaming technology, and integrated elements going back in time all the way to the ancient Greek mythology, embedding a time-distorted history onto the present day's landscape in the center of the city of Athens, with an aim to save Athens from complete annihilation. In a playful action/adventure gaming setting, the game mixes mythology, history, architecture and the environment to expose players to the long history of Athens.
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Snodgrass, 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.

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We document the norms and practices of a “casual raiding guild” pursuing a balanced approach to World of Warcraft gaming under the banner “offline life matters.” Confirming insights in the problematic online gaming literature, our ethnography reveals that some guild members experience gaming distress. However, this guild’s normative culture helps its members better self-regulate and thus protect themselves from, among other things, their own impulses to over-play and thus compromise their offline lives. We suggest that cognitive anthropological “culture as socially transmitted knowledge” theories—combined with ethnographic methods—illuminate how socially learned gaming patterns shape online experiences. Our approach helps us refine theories judging socially motivated Internet activity as harmful. We affirm the potential for distress in these social gaming contexts, but we also show how a specific guild culture can minimize or even reverse such distress, in this case promoting experiences that strike a nice balance between thrill and comradery.
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Stavropoulos, 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.

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Dissertations / Theses on the topic "Gaming culture"

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Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This 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.

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Butt, Mahli-Ann Rakkomkaew. "Gaming Lifeworlds: Videogames in Culture." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/27979.

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This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture tied to a persistent imaginary of ‘Gamers’ as young white heterosexual males. Despite attempts to cultivate diversity, most approaches to improving representation in videogames do not demand significant structural or environmental change, and thus generally continue to foster precarity. In thinking about precarity, I establish the concept of ‘(not)coping’ to challenge the assumed dichotomy by which every instance of ‘not coping’ designates a failure ‘to cope’. Rather than viewing ‘coping’ and ‘not coping’ as positive and negative binaries, I write ‘(not)coping’ to highlight the liminal zone in between these affective states. (Not)coping is thus used to further describe the transformative affective spaces necessary for the refusal to cope within and against hegemony. I use qualitative mixed methods, combining semi-structured interviews, ethnographic participant observation, and discourse analysis to examine everyday struggles and how people can become affectively (re)orientated towards and away from certain videogame assemblages – assemblages of objects, communities, and practices. My findings are presented as three main chapters, which investigate videogames in relationship conflicts, videogames in drunk spaces, and videogames in self-care discourses. In the field of game studies, methods of investigation are frequently configured around studying play, players, or the creation of play. However, this focus can ignore non-players, non-play relationship dynamics, and non-play-centric spaces that themselves also significantly shape videogame and play assemblages. Since the study of gaming lifeworlds crucially apprehends videogame assemblages as embedded in materiality, rather than separate from everyday life, I hope to demonstrate its use as a generative framework and model for feminist games, media, internet, cultural researchers to study videogames in culture.
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Hart, Danielle M. ""Beyond Normative Gaming: Cripping Games and Their Fandoms"." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.

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Young, 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.

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Utilizing 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.

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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.

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The aim of this thesis has been to explore how messages in Twitch chats are affected by the gender of the streamer and the type of game that they are playing. Using a quantitative method, messages from twelve different streamers, male and female were downloaded and categorised depending on their content. The analysis used theories on game categorisation in order to understand the complexity of the games that the broadcasters were playing, and in combination with this knowledge and the results of the data collection conclusions could be drawn between the complexity of a game and the amount of comments regarding gameplay or appearance in female streams.The analysis used feminist theories in order to understand the underlying reasons for the observed exclusion of women in both the gaming world in general, and in the Twitch streams. This analysis showed tendencies in the Twitch audience to adapt a male gaze as they were more prone to comment on passive aspects of the female streamers. The thesis concluded that the "true gamer" culture seems to be affecting female streamer son Twitch in several ways, and that the exclusion of female streamers takes different forms depending on the game they are playing.
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Reamer, 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.

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Goodfellow, 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.

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In terms of both production and consumption, video games and gaming are a significant phenomenon in Russia, a fact acknowledged by the authorities and mainstream media. Although internet use in Russia has been a point of academic interest over the past few years, scholars have been slower to research video games despite their increasingly popular position in the media ecology of the region. Similarly, despite the abundance of theory and data on gaming in North America and Europe, game studies researchers have hardly skimmed the surface of the cultures, preferences and activities of gamers further afield. This dissertation investigates the online gaming sphere in Russia, presenting an empirical study of the industry, providing insight into gamers themselves, and analysing the media and political discourses surrounding gaming in Russia. In this study, I draw upon survey data, forum, website, and blog posts, user comments from gaming forums and analyses of local games to construct a picture of gaming activity and identity amongst gamers. In particular, I show how Russian-speaking gamers present themselves as members of a distinct subcultural group. Online gamers who participated in this study are shown to consume and discuss games in ways that can differ from elsewhere in the world, but they still retain common beliefs about the importance of expertise, taste and self-discipline within the gaming community. They display a great deal of knowledge about the games and communities available to them locally, while also consuming foreign games in selective and critical ways. For the reader conversant with game studies work, the dissertation constitutes a challenge to West-centric theories of gaming and gamers and demonstrates the importance of cultural context in shaping gaming practice. Throughout the dissertation, interactions between global and local, media and subcultural definitions of ‘gamer’ are crucial to understanding how gaming plays out in a Russian context. The self-definition of gamers differs greatly from mainstream media concepts of gamers. I contextualise discourses of the gaming self within an analysis of how the Russian media presents gamers as young people in need of moral and emotional guidance. Moreover, I show how contemporary media assessments of games and gamers have much in common with earlier moral panics about Western-inflected media and subcultures, such as rock music and style. Ultimately the gaming landscape in Russia is shown to be full of tensions, and the task of this dissertation is to identify, assess and compare these disparate discourses.
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Bootes, 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.

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This thesis examines how the early UK videogame magazine articulated videogaming as both a cultural industry and as a social practice. The research enquires into the key functions of the gaming magazine, and asks how these functions were performed. By tracing the evolution of the role of videogame magazines, from arbitration to celebration, the study shows how these media texts provide a unique route to understanding early gaming culture in the UK. The theoretical framework for the thesis is partly informed by Bourdieu, specifically through his work on the cultural intermediary and cultural capital, and connects to contemporary academic studies on the formation of UK videogame culture (Kirkpatrick, 2015), whilst progressing previous engagements with the topic of UK micro-computing as a masculine pastime (Haddon, 1988a; Haddon, 1988b; Haddon, 1988c; Haddon, 1990; Haddon, 1992). Textually orientated discourse analysis is combined with content analysis to examine over 100 magazines from 1981 to 1993. The analysis approaches the magazines on a section by section basis: from the editorial manifestos often included in launch issues, to exploring the games review as a new form of quantitative media critique. The cover pages and advertising content are analysed as part of a distinct hyper-masculine gaming aesthetic, whilst the reader’s letters pages offer an example of how user generated content (UGC) can come to both represent and regulate subcultural discourse. The thesis confirms that the videogame specialist press played a defining role across the 1980s and early 1990s regarding the growth and consolidation of emerging videogame practices, both in terms of production and consumption. This Introductory chapter has five sections, and begins by stating the case for examining the videogame magazine. Secondly it establishes what kind of ‘gamer’ or ‘gaming’ culture is being conceptualised for the purposes of the thesis. Thirdly it outlines the significance of hobbyism as a precursor to gaming culture. Fourthly it highlights Bourdieu’s concept of the cultural intermediary as a vital tool to understanding the journalistic practices of the specialist gaming press. Finally, the introduction moves on to provide a chapter by chapter outline and summary of the thesis as a whole.
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Landou, Firdaus. "Gaming, Friend or Foe: An Analysis of Religion in Video Games." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/721.

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This thesis seeks to explore the commonalities between religion and video games, ultimately making the argument that video games employ religion as a tool to make some deeper commentary on (in this case) American society and culture. This will be done through a detailed analysis of the game play, narrative, and religious elements at work in three different video games, as seen through the lenses of Queer Theory and Civil Religion. Furthermore, it will attempt to show that, just as gamers are struggling with their previously insular community opening up to the outside world, America has also not yet figured out what role video games can fulfill in society. This thesis seeks to provide one possible answer: the potential for video games to become tools of inquiry, sites of disruption, and, like film and books, provide commentary on our values as a society.
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Nore, 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.

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Research in the field of gaming and the gaming culture shows that the culture is characterized by sexism and hypermasculinity, however a majority of this research is conducted in an Anglo-Saxon context. Therefore the aim of this study was to elucidate the Swedish gaming discourse in relation to gender, gendered norms and stereotypes. We also sought to examine the relationship between the editorial content and the blog comments. The study was based on a critical discourse analysis with a gender perspective, applied to five Swedish gaming blogs. By implementing power theory and encoding/decoding theory, we have concluded that there is a discursive struggle, where one part of the gaming culture is characterized by male dominance, while the other part of the discourse is showing signs of resistance to this hypermasculinity. We found that there is a gap between how gender is portrayed among the blog comments in relationship to the editorial content.
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Books on the topic "Gaming culture"

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Kirkpatrick, Graeme. The Formation of Gaming Culture. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107.

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Gaming: Essays on algorithmic culture. Minneapolis, MN: University of Minnesota Press, 2005.

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Inc, ebrary, ed. Players unleashed!: Modding The sims and the culture of gaming. Amsterdam: Amsterdam University Press, 2011.

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Markovits, Andrei S. Gaming the world: How sports are reshaping global politics and culture. Princeton: Princeton University Press, 2010.

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Encyclopedia of video games: The culture, technology, and art of gaming. Santa Barbara, Calif: Greenwood, 2012.

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Lars, Rensmann, ed. Gaming the world: How sports are reshaping global politics and culture. Princeton: Princeton University Press, 2010.

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Video games and gaming culture: Critical concepts in media and cultural studies. Abingdon, Oxon: Routledge, 2016.

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1970-, 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.

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Victoria, Guillén-Nieto, Marimón Llorca Carmen 1962-, and Vargas-Sierra Chelo, eds. Intercultural business communication and simulation and gaming methodology. Bern: Peter Lang, 2009.

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B, Kafai Yasmin, ed. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, Mass: MIT Press, 2008.

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Book chapters on the topic "Gaming culture"

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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.

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Shaw, 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.

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Kirkpatrick, 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.

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Szablewicz, 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.

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Arlt, 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.

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Kirkpatrick, Graeme. "Introduction." In The Formation of Gaming Culture, 1–4. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_1.

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Kirkpatrick, 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.

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Kirkpatrick, 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.

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Kirkpatrick, 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.

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Kirkpatrick, 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.

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Conference papers on the topic "Gaming culture"

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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.

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Martin, 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.

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Khairunisa, 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.

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Kido, 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.

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Prado, 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.

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Çalışkan, 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.

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Cavcic, 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.

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Carvalho, 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.

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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, an entertainment media from the popular culture. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of the characteristics of a game aiming to improve the enjoyment and immersion perceived by users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. GLIMPSE brings together concepts of presence and interaction, goals, learning, context, and immersion used to evaluate experiences with games. Its applicability was tested through a questionnaire answered by 241 users from gaming forums and communities. The results provide insights revealing the GLIMPSE conceptual framework to be a useful tool for evaluating experiences in games by assessing the main UX elements and their existing overlap.
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Hu, 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.

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Галина 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.

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Abstract:
Игра - самостоятельный вид деятельности человека, средство самопознания, развлечения, отдыха, физического и общего социального воспитания. Игра удовлетворяет потребности в развлечении, в отдыхе, в развитии духовных и физических сил. А игровая деятельность - это не только элемент культуры, но и средство воспитания, которое повышает работоспособность, способствует поддержанию здорового образа жизни. The game is an independent type of human activity, a means of self-knowledge, entertainment, recreation, physical and general social education. The game satisfies the needs for entertainment, recreation, and the development of spiritual and physical strength. And gaming activity is not only an element of culture, but also a means of education that increases performance, contributes to maintaining a healthy lifestyle.
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Reports on the topic "Gaming culture"

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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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Geelong and the Surf Coast are treated here as one entity although there are marked differences between the two communities. Sitting on the home of the Wathaurong Aboriginal group, this G21 region is geographically diverse. Geelong serviced a wool industry on its western plains, while manufacturing and its seaport past has left it as a post-industrial city. The Surf Coast has benefitted from the sea change phenomenon. Both communities have fast growing populations and have benefitted from their proximity to Melbourne. They are deeply integrated with this major urban centre. The early establishment of digital infrastructure proved an advantage to certain sectors. All creative industries are represented well in Geelong while many creatives in Torquay are embedded in the high profile and economically dominant surfing industry. The Geelong community is serviced well by its own creative industries with well-established advertising firms, architects, bookshops, gaming arcades, movie houses, music venues, newspaper headquarters, brand new and iconic performing and visual arts centres, libraries and museums, television and radio all accessible in its refurbished downtown area. Co-working spaces, collective practices and entrepreneurial activity are evident throughout the region.
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