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Journal articles on the topic 'Gaming culture'

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1

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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4

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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6

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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11

de 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.

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This article explores the cultural appropriation of the term avatar by Western tech culture and what this implies for scholarship of digital games, virtual worlds, social media, and digital cultures. The term has roots in the religious tradition of the Indian subcontinent and was subsequently imported into video game terminology during a period of widespread appropriation of Eastern culture by Californian tech industries. We argue that the use of the term was not a case of happenstance but a signaling of the potential for computing to offer a mystical or enchanted perspective within an otherwise secular world. This suggests that the concept is useful in game cultures precisely because it plays with the “otherness” of the term's original meaning. We argue that this indicates a fundamental hybridity to gaming cultures that highlight the need to add postcolonial perspectives to how issues of diversity and power in gaming cultures are understood.
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Ryu, 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.

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AbstractMany researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential part of gaming culture, they have not attracted much attention from researchers and only a few empirical studies have been done on learning through beyond-game culture. Language learning in particular has not been extensively researched despite the proliferation of game players who speak English as a foreign language within this community. To address how non-native English speaking (NNE) game players participate in language learning through game play and beyond-game culture, three generations of activity theories and a multiple-case study design were employed in this study. The asynchronous computer-mediated discourses were repeatedly reviewed, and email interviews with participants were conducted over three stages. The discourse analysis of interaction data and interview scripts showed how participants were engaged in language learning through gaming culture. First, words or phrases used in game play could be learned while playing games. Second, sentences or discourses could be practiced through interaction with native or more fluent peers in the online community after playing games. Third, these two types of engagement in gaming culture were closely related to influencing language learning through repeated practices and collaborative interactions. In conclusion, language learning through gaming is appropriately understood when ecological perspectives are adopted to look at both sides of gaming culture.
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Cheng, 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.

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Coward-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.

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Normanskaya, 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.

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McCauley, 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.

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17

Bertelsen, 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.

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Mikitinets, 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.

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19

Pilkevych, 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.

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Video game culture is one of the most dynamically developed forms of modern popular culture. Over the past 10 years, the number of communities that represent certain areas has grown rapidly. Being in direct connection with film industry, literature and music the video game culture has occupied a new segment that requires detailed research. New opportunities of online communication have transformed the traditional understanding of gaming culture. Social segment identifies as gamers. This kind of culture can be used to spread a social message using human interactions. It should be noted that in a comprehensive sense, this problem covers the interaction with computer and algorithm art, artmedia, demoscene, cybernetic and digital art, evolutionary and generative art, new media, systems art and other areas which are represented in PC, VR, Console, Handheld, Tabletop. Communities of gamers, as well as game developers have created and promoting quite recognizable festivals and conventions which are described in this article. Games and game-related merchandise by Sony Interactive Entertainment – PlayStation Experience; BlizzCon by Blizzard Entertainment with their major franchises: Overwatch, Warcraft, StarCraft, Heroes of the Storm et al; general video gaming and video game streaming – TwitchCon convention; RTX conventions by Rooster Teeth; Penny Arcade Expo as gaming culture festivals with their PAX Arena, LAN Party, eSports tournament and Omegathon. This article does not describe the US comic con conventions that carry much more content than the focus on video games, such as San Diego Comic-Con International, New York Comic Con et al. Gamers have developed specific communication languages and rituals, they spread their culture on gaming conventions and discussion websites that create a distinct virtual space. An important part of video game culture is the activity of gamers on YouTube, gaming channels are very popular, this is confirmed by millions of subscribers. Post-dynamic structure of changes was formed in all streams of public life during the growth of the pandemic. COVID-19 is accelerating existing trends and indicate future transformations in the video game industry.
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20

Johnson, 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.

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In most writing on video games, whether within or beyond the academy, the availability of gaming media is implicitly taken for granted. However, we propose that the act of video game purchase should be seen as an important aspect of the player–video game relationship. Drawing on original interview data, this work explores two types of video game purchasing that are common in contemporary Western gaming culture – the ‘pre-order’ (paying for a game before its release), and what we term ‘backlog purchasing’ (buying a cheap game unlikely to ever be played). Through Marx and Adorno’s theorizations of value, specifically exchange-value and use-value, we argue that, according to players, the meaningful aspects of those purchases are more than simply obtaining the entertainment value realized through gaming. Instead, different kinds of purchases activities are themselves imbued with varied and powerful values, by both players and the industry. We call these ‘gaming-value’ and ‘culture-value’. Furthermore, drawing on Lewis’ conceptualization of consumer capitalism, this article also traces the ideological root of, and the flow of power beneath, these two particular types of consumption. Through analysing video game purchases, we aim to shed light upon a crucial element of the audience–media relationship, as well as other theoretical issues, most notably adapting and updating Marxist concepts for the purpose of researching modern video games.
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Field, 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.

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This narrative review is based on a literature search on PsycINFO and PubMed that involved entering the terms adolescent internet gaming for papers published during the last five years. Following exclusion criteria, 72 papers could be classified as internet gaming or internet gaming disorder/addiction studies including research on the prevalence, effects/comorbidities, risk factors and interventions for those problems. The prevalence of both internet gaming and internet gaming disorder has varied by culture. The effects/comorbidities have included hyperactivity, inattentiveness, cyberbullying, depression, anxiety and substance use. The risk factor studies have focused on impulsivity, sensation-seeking, and aggressivity. Altered autonomic and central nervous system function have also been notable including decreased heart rate variability and fMRI data showing less activation of the prefrontal cortex, ventral striatum and amygdala (areas that are involved in modulating impulsivity, reward-seeking and aggression respectively) as well as reduced gray and white matter. Surprisingly, given the prevalence and severity of internet gaming disorder, very little prevention/intervention research appears in this recent literature. Research is also missing on peer relationships/rejection as potential risk factors. Like other literature on adolescent problems, this research is limited by primarily deriving from self–report and parent report and by the absence of longitudinal data that might inform whether the behavioral and brain data being reported are effects of or risk factors for internet gaming addiction.
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Mascheroni, 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.

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Ma, 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.

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Cyberculture or computer culture is the culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment, and business. It is also the study of various social phenomena associated with the Internet and other new forms of the network communication, such as online communities, online multi-player gaming, wearable computing, social gaming, social media, mobile apps, augmented reality, and texting, and includes issues related to identity, privacy, and network formation. With the era of cyberculture, ideological issues are prominent increasingly at all levels of society in cyberculture.
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Rea, 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.

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Schott, 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.

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Kirkpatrick, 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.

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Computer gaming was not born sexist but was codified as an exclusively male practice as it peeled itself away from the rest of the burgeoning computer culture in the mid-1980s. This article traces the development of gaming’s gender bias through a discourse analysis of gaming magazines published in the United Kingdom between 1981 and 1995. In their early years (1981–1985), these publications present a milieu that was reflective on gender issues and concerned to include female participants. However, from 1987, the rhetorical framing of computer games, gaming and gamer performance was increasingly gender-exclusive and focused on the re-enforcement of stereotypically masculine values, albeit that much of this discourse had a humorous and ironic inflection. The article presents this as the gender-biased articulation of gaming discourse. Instead of viewing the gendering of computer games as something they inherited from previous kinds of games and activities, the article argues that the political economy of the gaming industry in the second half of the 1980s created specific conditions under which games and gaming were coded as exclusively masculine.
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Kim, Hyeshin. "Women's Games in Japan." Theory, Culture & Society 26, no. 2-3 (March 2009): 165–88. http://dx.doi.org/10.1177/0263276409103132.

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Women's games refers to a category of games developed and marketed exclusively for the consumption of women and girls in the Japanese gaming industry. Essentially gender-specific games comparable to the `games for girls' proposed by the girls' game movement in the USA, Japanese women's games are significant for their history, influence and function as a site for female gamers to play out various female identities and romantic fantasies within diverse generic structures. This article will first review previous research and literature on women and gaming, analyze the key issues raised in the discourse concerning femininity and electronic games, outline the history and development of women's games, explain how multiple factors contributed to the appeal of women's games by analyzing the games Angelique and Harukanaru Tokino Nakade3 and, lastly, discuss the meaning and significance of women's games in the larger context of women and gaming. The 1994 game Angelique succeeded in establishing a loyal and close-knit fan base by actively utilizing popular female culture such as shoujo manga (girls' comics) and the fan base for voice actors. Angelique also set up the specifics and conventions of women's games: a focus on romance, easy controls and utilizing other multimedia. In 2004, Harukanaru Tokino Nakade3 deconstructed the genre and gender conventions of women's games and shoujo manga, while developing a new type of feminine identity and narrative. Women's games indicate that genderspecific games can be more than educational tools to familiarize girls with technology or perpetuate stereotypes; they can be a significant extension of female culture into the realm of gaming, and contribute to the development of women's culture and the diversification of the gaming industry.
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Bogdanov, 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.

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The article analyzes the specifics of the use of game forms in social and political space, as well as in the formation of political culture of Russian youth. The paper identifies and considers in detail the main problem points associated with the use of game technologies for constructing the political culture of young people. The author reveals the key features of the resource potential of gaming technologies and highlights the criteria for evaluating the effectiveness of gaming activities. The author puts forward a new task to study the specifics of social, cultural, and political space and the subjects acting in it.
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Dowling, 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.

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Since the #GamerGate controversy erupted in 2014, anti-feminist gamers continue to lash out at feminists and supporters of progressive and inclusive gaming content. A key strategy in this discourse is the sharing of content via links on Twitter, which accompany messages positioning the sender on either side of the debate. Through qualitative analysis of a data set drawn from 1,311 tweets from 2016 to 2017, we argue that tweeted links are a salient tool for signaling affiliation with gaming communities. For anti-feminist gamers, the tweeted link defines masculinist gamer identity and constructs social boundaries against the increasing diversification of video game culture reflected in higher overall rates of feminist tweets. Links can be construed as revelatory of boundary work and thus can help shed insight on the extent to which #GamerGate discourse was intended to defend gaming culture as an exclusively masculine space.
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de 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.

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Purpose Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach Underpinned by cognitive framing theory, empirical insights from 11 focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: the market-generated, social being and citizen frames. Research limitations/implications This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront hegemony, culture and alterity-morality concerns.
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Чернавский, 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.

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Gaming learning is accepted in our society for a long time, practically from its inception and therefore has historical roots. The game is multifaceted, it allows you to successfully learn new skills for both children and adults. The game not only trains, develops, educates, but also socializes. An historical excursion shows that one of her first tasks is training. The substantiation of the use of gaming methods in psychotherapeutic and developmental psycho-correction work is given by many scientists working in the field of psychology. Methods of playing developmental psychocorrection and psychotherapy remain a very important tool that allows not only to study aspects of the child's and adult's inner world, but also, depending on the level of his mental maturity, social skills, cognitive and emotional processes, build interaction in the formation of the principles of a healthy lifestyle in patients of dental profile. Gaming psychotechnics are psychologically conditioned, a natural element of culture, which is a kind of voluntary activity of the individual, enriching the social experience of our patients, allowing one to master the norms and rules for preserving one's dental health through voluntary acceptance of a role, virtual simulation of the playing space and changing the conditions of one's own own being in society. The players perform the following functions: communicative; self-realization of a person; diagnostic; psychotherapeutic; psycho-corrective. Gaming psychotechnics allow you to escape from the paternalistic positions in communication with the patient, to form a request for maintaining your own health in the patient himself. The use of gambling practices and gaming promotes the consolidation and improvement of knowledge, the development of the psychological qualities of the individual, the development of the ability to find the best solutions for large and small patients in the formation of their health.
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Seddighi, 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.

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As the inclusion of youths in decision-making around their media use is increasingly normalized in the family context in the Global North, one could ask how media literacy support can be adjusted for youths in vulnerable situations, situations where their family cannot be involved in regulating their media use, such as gaming. Drawing on interviews conducted in 2021 with 13 unaccompanied refugee youths (16–25 years old) and 10 social actors working in eight organizations, this study investigates the gaming habits of such youths in Norway and the ways in which relevant social actors are involved in guiding their gaming practices. This study shows that social actors’ views on gaming vary according to their level of involvement in the youths’ housing arrangements. Whilst those working directly with such arrangements are involved in direct or indirect rule-setting for gaming practices, others struggle to find their role within this context. The youths, however, emphasize the importance of gaming in building relationships with other unaccompanied refugees, learning about the culture of socialization, and mitigating trauma. Moreover, there is a lack of a dialogical approach to welfare services’ regulation of these youths’ gaming practices. Employing such an approach could not only give these youths a voice but also expand gaming’s democratization ability beyond the family context.
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García-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.

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We address the subjective experience of social network gamers playing Restaurant City, a game hosted on Facebook. We adopted a netnographic approach to studying the culture of transient Internet communities shaping the player off-line communities. Fieldwork was conducted over the entire life span of the game (3 years). Data were analyzed using a qualitative thematic approach and the software EdEt. The results describe the evolution of the gaming experience through online interaction and its importance in everyday off-line life. Players were observed to play an important role in the production of social meanings associated with gaming and with the gaming community online and off-line. We discuss the implications of our findings regarding how the gaming process is a far more complex scenario than envisaged by a business vision based on acquisition, retention, and monetization.
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Henderson, 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.

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This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes and preferences of 716 teenagers aged 13-14 years who are part of the international digital games culture. The rationale was threefold: (a) this age group is not singled out in other surveys; (b) examination of gaming across five platforms would contribute new insights; and (c) the premise that a comparison between eGamers in a war zone and a peaceful country would produce striking contrasts. Virtually all participants played digital games for an average of 10-12 hours per week, the majority using all gaming platforms daily. Notable country differences were identified, particularly game genre preferences but there was also commonality as digital gamers. Digital games remain “boys’ games”, with males devoting more time to playing across five game platforms than did the females who, however, demonstrated a narrowing gap. Isolation and unfitness due to digital gaming proved contrary to popular media reports even though playing digital games was one of two top-rated leisure activities across country and gender.
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S. 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.

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Cultural Education, as it discovers the different manifestations of culture, has its ultimate goal of providing an insight on the cycle, or for some, whirlwind that engulfs the society. With a geographical landscape as unique as the Philippines, the diversity of cultural heritage that is definitive of its national cultural identity is a fortress. This study is an in-depth investigatory paper on the cultural facets of the age-old gaming of the Filipino alpha: “sabong” or cockfighting. Through generations, the Filipino men have been patronizing, if not, addicted to this game. But for it to sustain through hundreds of years, one must ask; is it a mere game or gambling, or is it a culture shaped by whose lives were affected during its continuance?
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U. 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.

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Background: Online video games are one of the most popular recreational activities irrespective of age, gender and culture. Gaming disorder has been recently included in the 11th Revision of the international classification of diseases (ICD-11). Thus online video game addiction among people is a serious mental health issue and unfortunately, research on this addiction is still in its infancy. Thus the present study examines the prevalence of problematic online gaming among undergraduate medical students and its association with demographic variables, and health-related measures like well-being, self-esteem and depressive mood.Methods: The present cross-sectional study was conducted among the undergraduate students of Goa medical college using online survey method. Problematic online gaming was assessed using the problematic online gaming questionnaire short form (POGQ-SF). Additionally, well-being was assessed using the satisfaction with life scale (SWLS), self-esteem was assessed using Rosenberg’s self- esteem scale (RSES) and depressive mood was assessed using the patient health questionnaire (PHQ-9).Results: According to POGQ-SF, 8% of the study participants showed problematic online gaming. It was significantly associated with sex of the study participants, frequency of online gaming, duration of internet use per day and duration of a gaming session.Conclusions: Playing online games is a widespread activity among undergraduate medical students and a substantial proportion of these students exhibit addictive behaviours with regards to online gaming. Further research in terms of longitudinal studies involving larger samples of general population is needed to throw light on causal relationship between problematic online gaming and related factors.
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Mezey, 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.

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Sun, 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.

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Kirkpatrick, 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.

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Jin, 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.

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In the twenty-first century, the Korean wave has been expanding with the growth of digital culture, particularly online gaming. The rapid growth of the Korean online game industry and exports to Western markets have raised the fundamental question of whether digital culture has changed the Korean wave from a regionally focused cultural flow to a Western-focused contra-flow. This article discusses the Korean online gaming industry as an example of contra-flow. It also maps out the process by which local online games are appropriated for Western game users through content hybridisation and glocalisation. Finally, it questions whether this new trend can diminish asymmetrical cultural flows between the West and the East.
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Tibaldini, 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.

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This paper presents the complex history of the names given to knucklebones by different ancient civilizations. During the whole of antiquity these particular gaming tools had precise cultural and symbolical connotations, which influenced their gaming use and crossed many social, chronological, geographical and cultural boundaries.The peculiar role played by knucklebones within human gaming practices stretches across several millennia. In western Europe during the early Middle Ages, their use went into decline in favour of cubic dice. Over the centuries scholarship has overlapped and confounded the terminology relating to these two different gaming traditions, causing many misunderstandings and translation issues.However, thanks to advances in the field of game studies and through the examination of literary, iconographic and archaeological data, it is possible to establish the original names given to games using astragals and also the complex signifiers and implications that they had for classical culture.
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Nicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.

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This article recovers the popular imaginaries surrounding an obsolete video game platform, the Neo Geo Advanced Entertainment System (AES), through a thematic discourse analysis of British and North American gaming magazines from the 1990s. Released in Japan in 1990, the Neo Geo AES was marketed as a home video game system capable of bridging the gap between the public space of the gaming arcade and the domestic environment of the home. “Imaginaries” in this context refer to the dreams and fantasies that accompanied the Neo Geo AES’s negotiation of arcade and home spaces as well as the discourses, images, ideas, and beliefs that helped mold its identity as a cultural object. Gaming magazines, I argue, help articulate how the system’s failure was tied to its unsuccessful navigation of cultural tensions during a period when gaming culture underwent a rapid relocation from the arcade to the home.
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Macey, 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.

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Twenty years since the Internet transformed gambling products and services, the convergence of online games and gambling has initiated a new means of consuming Internet-based media. Gambling specifically connected to eSports is a significant development, not only offering a new avenue for existing gambling products to be inserted into gaming media but also affording several novel experiences (e.g. skins and loot boxes). This study assesses participation rates and demographic characteristics of eSports spectators who gamble via an international online survey ( N = 582). The sample highlighted the prevalence of young, often under-age, males in eSports-related gambling activities. Participation in gambling, and gambling-like activities, was found to be 67%, with rates of problematic and potentially problematic gambling in the sample being 50.34%. Finally, increased gambling is associated with increased spectating of eSports. Although the results are not generalisable to the wider population, they suggest a need for increased attention, from academia and regulators, regarding newly emergent gambling behaviours in contemporary digital culture.
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Contreras Espinosa, Ruth S. "EXTRA LIFE." Obra digital, no. 10 (February 29, 2016): 84–86. http://dx.doi.org/10.25029/od.2016.118.10.

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El creciente número de personas jugando videojuegos significa que estos están teniendo un efecto innegable sobre nuestra cultura. Este efecto es claramente visible en una aceptación general. Los videojuegos también han cambiado la forma en que muchas otras formas de medios de comunicación, se producen y consumen. Los videojuegos tienen una influencia creciente en nuestra cultura, y en "EXTRA LIFE" diferentes autores expresan sus opiniones sobre este nuevo medio.EXTRA LIFEAbstractThe increasing number of people playing video games means that they are having an undeniable effect on culture. This effect is clearly visible in the increasing mainstream acceptance of aspects of gaming culture. Video games have also changed the way that many other forms of media, are produced and consumed. Video games have an increasing influence on our culture, and in "EXTRA LIFE" diferent authors have voiced their opinions on this new media.Keywords: Video games; culture; effects; games.
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Shaigozova, 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.

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Traditional doll – «kuirshak», which balancing between ritual and game has always been the prerogative of female subculture. Since childhood it was transformed and followed its owner in direct and indirect form up to the old age. It would be a mistake to consider this miniature, multifaceted and multidimensional model of a human being as purely childish object. The simple toy has a big mystery: a part of universal culture while preserving the features of the people who created it. Many nations the traditional doll has a deep social meaning, the main value of folk toys. The values of the parents' world should undoubtedly be a natural part of the children's world. Ethno-pedagogy should continue the search for ways to introduce the ethnic culture, historical traditions of life and everyday life of the ethnic group, which has been started in recent years through the efforts of ethnographers, linguists, psychologists and educators. In this case, the game with kuirshak is an example.
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DeArmond, 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.

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While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received significant support from the Ministry of Culture. The Korean Ministry of Education, meanwhile, is resistant to adopting educational games as a part of its accepted pedagogy. This resistance has created a significant gap between the interest in video games as a learning tool and that of video games as an industry and career path in Korea. While a number of factors play a role in the languishing serious games market, based on evidence analyzed through educational gaming literature it is unlikely educational gaming will be able to significantly advance without the support of the primary governing body controlling educational policy.
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Driessen, 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.

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48

Sharipov, 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.

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The article is devoted to the analysis of the experience of using various forms of intellectual-gaming tasks in the Olympic education of university students of physical education. In the article, the authors describe the most popular forms and analyze the results of a survey conducted among students. As a result of the survey, the authors conclude that the forms of intellectual-gaming tasks associated with visual perception and logical thinking have the greatest potential for the implementation of Olympic education.
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Hrabec, 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.

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This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that play style is a pattern that predicts players' behavior, their perceptions and their interactions. A qualitative analysis was conducted to better understand the term “style” in gamer culture based on an extensive examination of players' texts and interviews with professional gamers and commentators. The results identify categories corresponding to seven general styles that relate to gamer terminology and play theory. The results also suggest a richness, dynamic interrelatedness and changeability of styles. Furthermore, there may be similarities among different play styles with regard to their activity components despite the different intentional patterns that direct players' behaviors.
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Рогач, 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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The purpose of this work was to determine the possibilities and limitations of the use of game mechanics in distance learning civil servants. The authors analyzed the current Russian experience in the use of gamifi cation techniques, which made it possible to trace the change of technological components of training of civil servants. The leading method of research is a questionnaire survey of government offi cials (N=25) who took part in the simulation game. For verifi cation of the received data the method of focus-group research in which heads of services of staffi ng of public authorities took part (N=4) was used. It is revealed that the use of gamifi cation techniques helps managers not only to learn new skills, but also motivates civil servants to achieve high personal and professional performance of their activities, has a positive impact on communication within the authorities, the culture of public service and the eff ectiveness of labor collectives. However, there are certain restrictions that limit the practice of gamifi cation in the management of the development of personnel of public authorities. In particular, there is a decrease in the value of remuneration in the long-term use of gaming techniques, excessive enthusiasm for the gaming context, and, as a result, a decrease in the orientation to achieve educational objectives of distance learning. Getting used to simulation games is accompanied by a decrease in the eff ectiveness of other motivational techniques.
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