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.
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 textde Wildt, Lars, Thomas H. Apperley, Justin Clemens, Robbie Fordyce, and Souvik Mukherjee. "(Re-)Orienting the Video Game Avatar." Games and Culture 15, no. 8 (July 17, 2019): 962–81. http://dx.doi.org/10.1177/1555412019858890.
Full textRyu, Dongwan. "Play to Learn, Learn to Play: Language Learning through Gaming Culture." ReCALL 25, no. 2 (April 8, 2013): 286–301. http://dx.doi.org/10.1017/s0958344013000050.
Full textCheng, Chen, and Angela Mcfarlane. "Gaming Culture and Digital Literacy: Inspiration and Audience." Nordic Journal of Digital Literacy 1, no. 02 (July 12, 2006): 91–107. http://dx.doi.org/10.18261/issn1891-943x-2006-02-02.
Full textCoward-Gibbs, Matt. "Critical spelunking of casual toxicities: patching gaming culture." Information, Communication & Society 22, no. 14 (July 27, 2019): 2203–6. http://dx.doi.org/10.1080/1369118x.2019.1646299.
Full textNormanskaya, Anzhela V. "TEXTS OF GAMING AS TEXTS OF MASS CULTURE." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 37 (2020): 37–43. http://dx.doi.org/10.17223/22220836/37/5.
Full textMcCauley, Brian, Truc Ha Thanh Nguyen, Matthew McDonald, and Stephen Wearing. "Digital gaming culture in Vietnam: an exploratory study." Leisure Studies 39, no. 3 (February 24, 2020): 372–86. http://dx.doi.org/10.1080/02614367.2020.1731842.
Full textBertelsen, Erik, Jeanna E. Cooper, Mary Mino, and Kathleen Taylor Brown. "Participatory Culture, Video Gaming, and “Real World” Skills." International Journal of the Humanities: Annual Review 5, no. 5 (2007): 1–10. http://dx.doi.org/10.18848/1447-9508/cgp/v05i05/42112.
Full textMikitinets, Alexander Yu, and Nikita S. Normansky. "TRANSFORMATION OF GAMING CULTURE IN RUSSIA: AXIOLOGICAL ASPECT." Scholarly Notes of Komsomolsk-na-Amure State Technical University, no. 8 (2022): 37–42. http://dx.doi.org/10.17084/20764359-2022-64-37.
Full textPilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.
Full textJohnson, Mark R., and Yinyi Luo. "Gaming-value and culture-value: Understanding how players account for video game purchases." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (November 28, 2017): 868–83. http://dx.doi.org/10.1177/1354856517743667.
Full textField, Tiffany. "Adolescent Internet Gaming Disorder: A Narrative Review." Archives of Medical Case Reports and Case Study. 2, no. 1 (July 31, 2019): 01–11. http://dx.doi.org/10.31579/2688-7517/005.
Full textMascheroni, Giovanna, and Francesca Pasquali. "Dress up and what else? Girls' online gaming, media cultures and consumer culture." CM - casopis za upravljanje komuniciranjem 8, no. 29 (2013): 79–102. http://dx.doi.org/10.5937/comman1329079m.
Full textMa, Li Juan. "Research on the Development and Influence of the Cyberculture." Advanced Materials Research 1030-1032 (September 2014): 2753–56. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2753.
Full textRea, Stephen C. "Calibrating Play: Sociotemporality in South Korean Digital Gaming Culture." American Anthropologist 120, no. 3 (July 2, 2018): 500–511. http://dx.doi.org/10.1111/aman.13020.
Full textSchott, Gareth R., and Kirsty R. Horrell. "Girl Gamers and their Relationship with the Gaming Culture." Convergence: The International Journal of Research into New Media Technologies 6, no. 4 (December 2000): 36–53. http://dx.doi.org/10.1177/135485650000600404.
Full textKirkpatrick, Graeme. "How gaming became sexist: a study of UK gaming magazines 1981–1995." Media, Culture & Society 39, no. 4 (April 29, 2016): 453–68. http://dx.doi.org/10.1177/0163443716646177.
Full textKim, Hyeshin. "Women's Games in Japan." Theory, Culture & Society 26, no. 2-3 (March 2009): 165–88. http://dx.doi.org/10.1177/0263276409103132.
Full textBogdanov, Artem V. "The Game of Politics vs. the Political Game: Posing a Problem (Part 2)." Izvestia of Saratov University. New Series. Series: Sociology. Politology 20, no. 4 (November 25, 2020): 470–73. http://dx.doi.org/10.18500/1818-9601-2020-20-4-470-473.
Full textDowling, David O., Christopher Goetz, and Daniel Lathrop. "One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity." Games and Culture 15, no. 8 (July 25, 2019): 982–1003. http://dx.doi.org/10.1177/1555412019864857.
Full textde Kervenoael, Ronan, Alexandre Schwob, Mark Palmer, and Geoff Simmons. "Smartphone chronic gaming consumption and positive coping practice." Information Technology & People 30, no. 2 (June 5, 2017): 503–19. http://dx.doi.org/10.1108/itp-01-2016-0003.
Full textЧернавский, Александр, Aleksandr Chernavskiy, Ирина Русакова, Irina Rusakova, Иван Петров, and Ivan Petrov. "PSYCHOLOGICAL SUBSTANTIATION OF THE USE OF GAMING PRACTICES AND PRINCIPLES OF GAMING IN THE TRAINING OF DENTAL PATIENTS IN A HEALTHY LIFESTYLE." Actual problems in dentistry 14, no. 3 (October 23, 2018): 91–96. http://dx.doi.org/10.18481/2077-7566-2018-14-3-91-96.
Full textSeddighi, Gilda. "Taking a Dialogical Approach to Guiding Gaming Practices in a Non-Family Context." Media and Communication 10, no. 4 (December 28, 2022): 328–37. http://dx.doi.org/10.17645/mac.v10i4.5727.
Full textGarcía-Álvarez, Ercilia, Jordi López-Sintas, and Alexandra Samper-Martínez. "The Social Network Gamer’s Experience of Play." Games and Culture 12, no. 7-8 (July 20, 2015): 650–70. http://dx.doi.org/10.1177/1555412015595924.
Full textHenderson, Lyn, Yoram Eshet-Alkalai, and Joel Klemes. "Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country." Eludamos: Journal for Computer Game Culture 2, no. 1 (February 29, 2008): 73–103. http://dx.doi.org/10.7557/23.5973.
Full textS. Reyes, Ramon. "CULTURAL FACETS OF COCKFIGHTING." International Journal of Education Humanities and Social Science 05, no. 06 (2022): 43–52. http://dx.doi.org/10.54922/ijehss.2022.0454.
Full textU. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (February 22, 2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.
Full textMezey, Naomi. "The Distribution of Wealth, Sovereignty, and Culture Through Indian Gaming." Stanford Law Review 48, no. 3 (February 1996): 711. http://dx.doi.org/10.2307/1229281.
Full textSun, Chuen-Tsai, Holin Lin, and Chheng Hong Ho. "Sharing Tips with Strangers: Exploiting Gift Culture in Computer Gaming." CyberPsychology & Behavior 9, no. 5 (October 2006): 560–70. http://dx.doi.org/10.1089/cpb.2006.9.560.
Full textKirkpatrick, Graeme. "Players Unleashed!: Modding The Sims and the Culture of Gaming." Contemporary Sociology: A Journal of Reviews 41, no. 2 (March 2012): 235–37. http://dx.doi.org/10.1177/0094306112438190oo.
Full textJin, Dal Yong. "The Digital Korean Wave: Local Online Gaming Goes Global." Media International Australia 141, no. 1 (November 2011): 128–36. http://dx.doi.org/10.1177/1329878x1114100115.
Full textTibaldini, Marco. "Talus: Etymology of a Ludonym and how the Names of an Ancient Gaming Practice could be Indicative of Processes of Cultural Transmission and Stratification." Sapiens ubique civis 2 (December 15, 2021): 69–104. http://dx.doi.org/10.14232/suc.2021.2.69-104.
Full textNicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.
Full textMacey, Joseph, and Juho Hamari. "eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling." New Media & Society 21, no. 1 (July 16, 2018): 20–41. http://dx.doi.org/10.1177/1461444818786216.
Full textContreras Espinosa, Ruth S. "EXTRA LIFE." Obra digital, no. 10 (February 29, 2016): 84–86. http://dx.doi.org/10.25029/od.2016.118.10.
Full textShaigozova, Zh, and R. Muzafarov. "THE DOLL PHENOMENON IN GAMING AND EDUCATIONAL ASPECTS." Bulletin of Kazakh National Women's Teacher Training University, no. 2 (June 30, 2022): 56–67. http://dx.doi.org/10.52512/2306-5079-2022-90-2-56-67.
Full textDeArmond, Marc C., Brett E. Shelton, and Yu-Chang Hsu. "The Gap Between Korean Esports and Educational Gaming." International Journal of Game-Based Learning 12, no. 1 (January 2022): 1–12. http://dx.doi.org/10.4018/ijgbl.287828.
Full textDriessen, Simone. "Gaming Masculinity: Trolls, Fake Geeks and the Gendered Battle for Online Culture, Megan Condis (2018)." Journal of Fandom Studies, The 10, no. 1 (March 1, 2022): 73–74. http://dx.doi.org/10.1386/jfs_00051_5.
Full textSharipov, Marat, and Artemy Lobanov. "Analysis of experience of application of various forms of intellectual-game tasks in olympic education of students of university of physical culture." KANT 35, no. 2 (June 2020): 336–40. http://dx.doi.org/10.24923/2222-243x.2020-35.71.
Full textHrabec, Ondřej. "Categorizing Play Styles in Competitive Gaming." International Journal of Gaming and Computer-Mediated Simulations 9, no. 4 (October 2017): 62–88. http://dx.doi.org/10.4018/ijgcms.2017100104.
Full textРогач, О., O. Rogach, С. Демина, and S. Demina. "Managementof Staffdevelopment In Public Authorities: Experience in the Use of Gamification Techniques." Management of the Personnel and Intellectual Resources in Russia 7, no. 2 (June 13, 2018): 43–46. http://dx.doi.org/10.12737/article_5afece51727676.80741661.
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