Academic literature on the topic 'Subculture gamers'

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Journal articles on the topic "Subculture gamers"

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Medvedeva, Irina A. "IDEAS ABOUT FAMILY AND MARRIAGE AMONG REPRESENTATIVES OF YOUTH SUBCULTURES." Научное мнение, no. 10 (October 23, 2023): 73–77. http://dx.doi.org/10.25807/22224378_2023_10_73.

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The article presents the results of studying the ideas about family and marriage among representatives of different youth subcultures. The study sample consisted of representatives of three areas of youth subculture: anime fans, adherents of healthy lifestyle and gamers. The results obtained indicate that gamers and representatives of the anime subculture are focused on the egalitarian type of family, and representatives of the healthy lifestyle direction are focused on the traditional family model.
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Gubagaras, Mark Anthony, Neil Jerome Morales, Stephen Norries Padilla, and Jun Daryl Zamora. "The Playground is Alive: Online Games and the Formation of a Virtual Subculture." Plaridel 5, no. 1 (2008): 63–88. http://dx.doi.org/10.52518/2008.5.1-04gbgrsmrlspdllzmr.

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Online games have gained significant following from Filipino gamers. In this study, the researchers argue that the involvement of the gamers have led to the formation of a virtual subculture, which is composed mainly of the youth. To frame this study, three communication theories were used to explain the online gaming phenomenon. Three qualitative methods were used to gather necessary data: a key-informant interview with a local game developer, focus group discussions with gamers, and participant observation wherein the researchers played with other gamers while observing the online environmen
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Kochelaeva, Irina S. "The Lexicon of Youth Subcultures in the Linguocultural Lexicographic Description (Based on Online Media for Gamers)." Vestnik of Northern (Arctic) Federal University. Series Humanitarian and Social Sciences 25, no. 3 (2025): 59–66. https://doi.org/10.37482/2687-1505-v434.

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The article presents a concept of linguocultural lexicographic description of the lexicon of modern youth subcultures. This type of vocabulary has been studied in linguocultural terms but has not received a complete and consistent lexicographic description. The purpose of the research was to develop a model of linguocultural representation of subcultural vocabulary based on the material of gaming culture. The texts of online media and gamers’ communication were used as sources. The development of parametric models of dictionary entries representing the lexicon and phraseology of gamers was pre
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Litvinova, A. V. "Sociocultural determinants of subculture orientation in adolescents." Psychological-Educational Studies 6, no. 1 (2014): 37–46. http://dx.doi.org/10.17759/psyedu.2014060106.

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We analyze the results of the study of the influence of sociocultural determinants on the formation of youth subcultures. An introduction to the subculture is understood as one of the stages of individualization and formation of the young person as a member of society. In the described study, we tested the assumption that the orientation of adolescents on a subculture or the dominant culture is due to different sociocultural determinants (society, small group and personality). The participants were 304 high schools students, average age 15.2 years. With the use of a number of diagnostic techni
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Jukić, Dinko. "The Phenomenon of Trophies in Digital Games." Acta Ludologica 7, no. 1 (2024): 50–72. http://dx.doi.org/10.34135/actaludologica.2024-7-1.50-72.

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The study research phenomenon of trophies in digital games. It starts from the analysis of the trophy hunter and trophy community constructs. The phenomenon of collecting trophies in digital games and its impact on gamers, but also on the gaming experience, is researched. The trophy concept is a paradox because it simultaneously creates gamers who choose games according to the difficulty of the trophy, and play games they do not like because of the easiness of the trophy. The aim of the paper is to investigate, present and analyse the phenomenon of trophies in digital games from cultural, anth
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Dashiell, Steven L. "Hooligans at the Table: The Concept of Male Preserves in Tabletop Role-playing Games." International Journal of Role-Playing, no. 10 (November 9, 2020): 26–39. http://dx.doi.org/10.33063/ijrp.vi10.274.

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This paper examines the nature of conversations that occur at gaming tables in tabletop role-playing games (TRPGs) and the degree to which gendered communication impacts how individuals participate in gaming sessions. There is a host of research discussing barriers for women and minorities in terms of full representation and interaction in gaming and “geek” spaces (Garcia 2017; Reagle 2015; Stang and Trammell 2019). I assert that one rationale for this limitation is the domination of gaming spaces by men, particularly middle-class White men, and the subculture that comes along with this demogr
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Trammell, Aaron, and Nikki Crenshaw. "The Damsel and the Courtesan: Quantifying Consent in Early Dungeons & Dragons." International Journal of Role-Playing, no. 10 (November 9, 2020): 10–25. http://dx.doi.org/10.33063/ijrp.vi10.273.

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This paper examines the nature of conversations that occur at gaming tables in tabletop role-playing games (TRPGs) and the degree to which gendered communication impacts how individuals participate in gaming sessions. There is a host of research discussing barriers for women and minorities in terms of full representation and interaction in gaming and “geek” spaces (Garcia 2017; Reagle 2015; Stang and Trammell 2019). I assert that one rationale for this limitation is the domination of gaming spaces by men, particularly middle-class White men, and the subculture that comes along with this demogr
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Horpynych, O. V., and A. R. Zhadan. "SUBCULTURE OF GAMERS AS A SOCIAL PHENOMENON OF MODERNITY." Habitus, no. 20 (2020): 26–30. http://dx.doi.org/10.32843/2663-5208.2020.20.3.

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Liu, Ruoyu. "Beyond Game Culture: How Genshin Impact Gamers Construct Their Identities through Game Media." Academic Journal of Management and Social Sciences 9, no. 2 (2024): 68–73. http://dx.doi.org/10.54097/ytzktz85.

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Game cultures and related industries have boomed in China after the Covid 19 pandemic, attracting a wide range of Chinese. Among recent popular games in China, Genshin Impact has drawn attentions of youngsters and achieved commercial success, creating unique game cultures. This consequence reflects the vibrance of subcultures by young groups because this is the way they connect to the world, getting to know themselves, communicating and interacting with peers and achieving socialization, in this case, gameplay serves as a medium for the young groups to extend themselves. This study presents th
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Markov-Čikić, Ivana, and Aleksandar Ivanovski. "Digital habits of Generation Z: Students of sports." Sport - nauka i praksa 12, no. 1 (2022): 37–43. http://dx.doi.org/10.5937/snp12-1-37707.

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The new virtual reality of today's society and its interaction with members of the younger population is an increasingly common subject of research. The question is whether and to what extent it is possible to stop the domination of the digital. Is sport an activity that can compete with the new virtual reality and the world of video games? The paper presents online habits and inclinations towards video games of the first-year students of the Belgrade College of Sports and Health, not only qualitatively - in order to examine the time spent on video games and compare it with the time spent on s
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Dissertations / Theses on the topic "Subculture gamers"

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Старкова, Г. В. "Міфологічний простір у лудологічній інтерпретації. Елементи міфу у комп’ютерній грі". Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/12990.

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Higgins, Alexander. "Cuties Killing Video Games: Gender Politics and Performance in Indie Game Developer Subculture." Ohio University Honors Tutorial College / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1429206684.

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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation
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Limbert, Travis James. "The Magic of Community: Gathering of Card Players and Subcultural Expression." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1342464535.

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Сіткар, В. І. "Рольові ігри як форма дитячої та молодіжної субкультури: гендерний та соціальний аспекти". Thesis, Видавництво СумДУ, 2012. http://essuir.sumdu.edu.ua/handle/123456789/26238.

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Глибокі дослідження гендерних ролей показують суттєвий вплив на них культурних факторів. Гендерні ролі залежать як від культури (субкультури), так і від епохи. Значна частина культурних впливів передається через ровесників. При цитуванні документа, використовуйте посилання http://essuir.sumdu.edu.ua/handle/123456789/26238
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Daste, Sophie. "Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek." Electronic Thesis or Diss., Paris 8, 2015. http://www.theses.fr/2015PA080042.

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Dans un contexte généralisé où les cultures générationnelles otaku et geek multiplient leurs influences autant sur le plan du contenu culturel que sur les nouveaux médias qu’elles génèrent, nous nous sommes intéressés à sa propension à pénétrer les champs des arts dont la pratique contemporaine. La convergence des médias inhérents à ces deux cultures produit de nouveaux moyens d’expression donnant naissance à plusieurs types de pratiques expérimentales. Il s’est agi pour nous d’interroger nos référents autant que notre pratique sous ce nouvel angle. Une émergence de nouveaux systèmes technolog
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Peyron, David. "La construction sociale d'une sous-culture : l'exemple de la culture geek." Thesis, Lyon 3, 2012. http://www.theses.fr/2012LYO30089.

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Cette étude porte sur la « culture geek » et son émergence en tant que sous-culture et identité culturelle revendiquée en France depuis le milieu des années 2000. En effet, ce mouvement d’abord américain a fait une entrée remarquée dans l’espace public qui incite à s’interroger sur sa réalité sociologique. Les geeks sont abordés ici comme fans de mondes imaginaires fantastiques (science-fiction, fantasy…), passionnés de nouvelles technologies et en tant que public premier et fondateur du processus de convergence culturelle théorisé par Henry Jenkins. La montée en visibilité du phénomène geek e
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Daste, Sophie. "Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080042.

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Dans un contexte généralisé où les cultures générationnelles otaku et geek multiplient leurs influences autant sur le plan du contenu culturel que sur les nouveaux médias qu’elles génèrent, nous nous sommes intéressés à sa propension à pénétrer les champs des arts dont la pratique contemporaine. La convergence des médias inhérents à ces deux cultures produit de nouveaux moyens d’expression donnant naissance à plusieurs types de pratiques expérimentales. Il s’est agi pour nous d’interroger nos référents autant que notre pratique sous ce nouvel angle. Une émergence de nouveaux systèmes technolog
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Mikoláš, Jiří. "Od společenských her k teambuildingu." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-307525.

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The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the subculture of players 10-15years old. The Analysis of the survey and a search of basic categories of ass
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Vnouček, Petr. "Sociální a kulturní status digitální zábavy." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-298638.

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This work uncovers perceptions of the Czech society concerning cultural and social role of a digital entertainment (computer games and videogames) as a relatively new interactive media form. The author tries to verify validity of a presumption that the digital entertainment is an object of a cultural stigma that was formed by combination of various factors which are closely specified in the work. According to the author, present perception of the digital entertaiment in society is formed by a media panic that repeated itself regularly in the course of history. Amongst other significant determi
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Books on the topic "Subculture gamers"

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Haenfler, Ross. Goths, gamers, and grrrls: Deviance and youth subcultures. 2nd ed. Oxford University Press, 2013.

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Julian, Sefton-Green, ed. Digital diversions: Youth culture in the age of multimedia. UCL Press, 1998.

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Julian, Sefton-Green, ed. Digital diversions: Youth culture in the age of multimedia. Routledge, 2004.

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B, Andersen Bent, Olesen Birgitte R, and Sørensen Birgitte Holm, eds. Børn i en digital kultur: Forskningsperspektiver. Gads Forlag, 2000.

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Polsky, Ned. Hustlers, beats, and others. University of Chicago Press, 1985.

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Haenfler, Ross. Goths, Gamers, and Grrrls: Deviance and Youth Subcultures. Oxford University Press, Incorporated, 2012.

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Levan, Kristine, and Steven Downing. Crime, Punishment, and Video Games. The Rowman & Littlefield Publishing Group, 2022. https://doi.org/10.5040/9781666990331.

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Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players
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Goths, Gamers, and Grrrls: Deviance and Youth Subcultures. Oxford University Press, Incorporated, 2015.

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Goths, gamers, and grrrls: Deviance and youth subcultures. Oxford University Press, 2010.

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Hand, Nicholas. Gamertopia: Uncovering the Absurd States of Streaming Gamer Subcultures. Page Publishing, Inc., 2022.

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Book chapters on the topic "Subculture gamers"

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Arnold-Ferencz, Kitti F., and Klára Tarkó. "Gamer women - 'tourists' or 'citizens'?" In Women, leisure and tourism: self-actualization and empowerment through the production and consumption of experience. CABI, 2021. http://dx.doi.org/10.1079/9781789247985.0011.

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Abstract Video and computer games have become an increasingly popular form of leisure over the past three decades. While the digital world is traditionally thought of as a masculine space, the number of female online gamers continues to increase. In the online gamer subculture, however, female gamers are often invisible, primarily because the famous gamers and the main characters of video games are typically male. Video games tend to focus on female characters' physical appearance, rather than their skills, thus widening the gender gap, as well as relegating women to secondary, supporting role
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MacCallum-Stewart, Esther, and Aaron Trammell. "Role-Playing Games as Subculture and Fandom." In The Routledge Handbook of Role-Playing Game Studies. Routledge, 2024. http://dx.doi.org/10.4324/9781003298045-24.

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MacCallum-Stewart, Esther, and Aaron Trammell. "Role-Playing Games as Subculture and Fandom." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-21.

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Woo, Benjamin. "Nerds, Geeks, Gamers, and Fans." In The Borders of Subculture. Routledge, 2015. http://dx.doi.org/10.4324/9781315722733-3.

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"Postscriptum. Variants and Evolution of Grypsmen Subculture." In Games Prisoners Play. Princeton University Press, 2004. http://dx.doi.org/10.1515/9780691187143-014.

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"Skateboarding between Subculture and Olympic Games." In Skateboarding Between Subculture and the Olympics. transcript-Verlag, 2019. http://dx.doi.org/10.14361/9783839447659-002.

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Schwier, Jürgen. "Skateboarding between Subculture and Olympic Games." In Skateboarding Between Subculture and the Olympics. transcript Verlag, 2019. http://dx.doi.org/10.1515/9783839447659-002.

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"Video Game Communication." In Advances in Library and Information Science. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch003.

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Communication for video game players is not one dimensional. It exists within video games of course, but that in itself is extremely complicated: textual communication, UI communication with other players, and even built in voice chat with other players makes communication complicated. All of this becomes even more important to study and understand when the information environment, and how video game players as a subculture communicate, is understood. It is important to understand the context in which players communicate as well as understand the nuances of the communication that is occurring.
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Harrison, Robert L., Jenna Drenten, and Nicholas Pendarvis. "Gamer Girls: Navigating a Subculture of Gender Inequality." In Research in Consumer Behavior. Emerald Group Publishing Limited, 2016. http://dx.doi.org/10.1108/s0885-211120160000018004.

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"Lords of the Rings: Reasserting the Skateboarding Art at the Olympic Games." In Skateboarding Between Subculture and the Olympics. transcript-Verlag, 2019. http://dx.doi.org/10.14361/9783839447659-011.

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Conference papers on the topic "Subculture gamers"

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Erofeeva, Elena. "AMBIVALENT NATURE OF GAMERS� SUBCULTURE SOCIOLECT." In 4th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS Proceedings. STEF92 Technology, 2017. http://dx.doi.org/10.5593/sgemsocial2017/32/s14.068.

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Tcacenco, Victoria. "The problem of studying the new ontological forms of non-academic musical culture in the Republic of Moldova during the first decades of the 21st century." In Valorificarea și conservarea prin digitizare a colecțiilor de muzică academică și tradițională din Republica Moldova. Academy of Music, Theatre and Fine Arts, Republic of Moldova, 2023. http://dx.doi.org/10.55383/digimuz2023.19.

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The article is dedicated to the new ontological forms of popular music in the Republic of Moldova during the first two decades of the 21st century. The author offers the main characteristics of virtual culture, its connections with modern subcultures and modern sub-cultural styles. The basic types of subculture — game, rebel and style — are identified and the virtual phenomena of Moldovan popular music phenomena are exemplified. Among them are: rapper Mani, the Project Carla’s Dreams, the Wax Road and POT rock music bands. As a conclusion the following trends are sketched: there is an increase
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Filippova, N. A. "Virtual subcultures, as a way of forming reality (on the example of subcultures of gamers, hackers, cosplay)." In Scientific dialogue: Young scientist. ЦНК МОАН, 2019. http://dx.doi.org/10.18411/spc-22-05-2019-20.

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Ian Robles, Joshua. "Co-creation In The Metaverse Towards Better Mental Health." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002546.

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Struggles with mental health are at an all-time high, and there is a lack the community resources to respond to the needs of individuals dealing with anxiety, burnout, and social isolation. With the rise of the Metaverse, there is potential in using virtual worlds, avatars, and games to address the lack of available community resources for mental health. Game worlds such as Final Fantasy XIV already have thriving communities of players. A sub-category of “role-players” is a niche subculture within the gaming community that repurposed in-game lore and elements to create unique experiences at vi
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Grigoryan, Elena N. "Personality Features Of Teenagers With Addicted On Multipllayer Online Role-Plaing Games." In Psychology of subculture: Phenomenology and contemporary tendencies of development. Cognitive-Crcs, 2019. http://dx.doi.org/10.15405/epsbs.2019.07.26.

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Frolova, Alla V. "Psychological and pedagogical technologies for the correction of social fears of participants in a subculture of role-playing games of live action." In Journal of Human Sport and Exercise - 2020 - Spring Conferences of Sports Science. Universidad de Alicante, 2020. http://dx.doi.org/10.14198/jhse.2020.15.proc3.39.

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