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1

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

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2

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

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3

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

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4

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

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5

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

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6

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

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7

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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8

Goths, Gamers, and Grrrls: Deviance and Youth Subcultures. Oxford University Press, Incorporated, 2015.

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9

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

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10

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

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11

Skateboarding: Subcultures, Sites and Shifts. Taylor & Francis Group, 2015.

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12

Lombard, Kara-Jane. Skateboarding: Subcultures, Sites and Shifts. Taylor & Francis Group, 2015.

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13

Lombard, Kara-Jane. Skateboarding: Subcultures, Sites and Shifts. Taylor & Francis Group, 2017.

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14

Lombard, Kara-Jane. Skateboarding: Subcultures, Sites and Shifts. Taylor & Francis Group, 2015.

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15

Digital Diversions: Youth Culture In The Age Of Multi-Media (Media, Education & Culture). UCL Press, 1998.

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16

Sefton-Green. Digital Diversions: Youth Culture In The Age Of Multi-Media (Media, Education and Culture). Taylor & Francis, 1998.

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17

Digital Diversions: Youth Culture in the Age of Multimedia. Routledge, 1998.

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18

Sefton-Green, Julian. Digital Diversions: Youth Culture in the Age of Multimedia. Taylor & Francis Group, 1998.

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19

Sefton-Green, Julian. Digital Diversions: Youth Culture in the Age of Multimedia. Taylor & Francis Group, 2004.

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20

Sefton-Green, Julian. Digital Diversions: Youth Culture in the Age of Multimedia. Taylor & Francis Group, 2004.

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21

Sefton-Green, Julian. Digital Diversions: Youth Culture in the Age of Multimedia. Taylor & Francis Group, 2004.

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22

Sefton-Green, Julian. Digital Diversions: Youth Culture in the Age of Multimedia. Taylor & Francis Group, 2004.

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23

Kirkland, Ewan. Videogames and the Gothic. Routledge, 2022.

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24

Videogames and the Gothic. Routledge, 2021.

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25

Ward, Mark, ed. The Electronic Church in the Digital Age. Praeger, 2015. http://dx.doi.org/10.5040/9798216966104.

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This two-volume set investigates the evangelical presence in America as experienced through digital media, examining current evangelical ideologies regarding education, politics, family, and government. Evangelical broadcasting has greatly expanded its footprint in the digital age. This informative text acquaints readers with how the electronic church of today spreads its message through Internet podcasts, social networking, religious radio programs, and televised sermons; how mass media forms the institution's modern identity; and what the future of the industry holds as mobile church apps, C
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26

Ward, Mark, ed. Electronic Church in the Digital Age. Praeger, 2015. http://dx.doi.org/10.5040/9798216966111.

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This two-volume set investigates the evangelical presence in America as experienced through digital media, examining current evangelical ideologies regarding education, politics, family, and government. Evangelical broadcasting has greatly expanded its footprint in the digital age. This informative text acquaints readers with how the electronic church of today spreads its message through Internet podcasts, social networking, religious radio programs, and televised sermons; how mass media forms the institution's modern identity; and what the future of the industry holds as mobile church apps, C
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27

Sefton-Green, Julian. Digital Diversions: Youth Culture in the Age of Multimedia. Taylor & Francis Group, 2004.

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28

Børn i en digital kultur: Forskningsperspektiver. Gad, 2000.

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29

Bebber, Brett, ed. A Cultural History of Leisure in the Modern Age. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350057463.

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In the Modern Age (1920-present) leisure became inseparable from modern life. Rising incomes, less time at work, and more forms of available recreations fostered an intensive cultivation of leisure experiences for all classes of people. Between the wars the rise of cinemas, dance halls, and sportunited massive crowds in novel sensory and emotional experiences, while radio and later television completely changed participation in pleasure and conviviality. As leisure became part and parcel of everyday life, it also became linked to self-identification and identity-making. Modern leisure culture,
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30

Eve, Martin Paul. Warez: The Infrastructure and Aesthetics of Piracy. punctum books, 2021. http://dx.doi.org/10.53288/0339.1.00.

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When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media – music, videos, games, and software – before their official sale date and then racing against one another to release the material for free. Warez: The Infrastructure and Aesthetics of Piracy is the first scholarly research book about this underground subculture, which began life in the pre-internet era Bulletin Board Systems and moved to internet File Transfer
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31

Schinke, Robert, and Kerry R. McGannon. Psychology of Sub-Culture in Sport and Physical Activity: A Critical Approach. Taylor & Francis Group, 2014.

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32

Schinke, Robert J., and Kerry R. McGannon. Psychology of Sub-Culture in Sport and Physical Activity: Critical Perspectives. Taylor & Francis Group, 2014.

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33

Schinke, Robert J., and Kerry R. McGannon. Psychology of Sub-Culture in Sport and Physical Activity: Critical Perspectives. Taylor & Francis Group, 2014.

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34

Schinke, Robert, and Kerry R. McGannon. Psychology of Sub-Culture in Sport and Physical Activity: Critical Perspectives. Taylor & Francis Group, 2014.

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35

Schinke, Robert, and Kerry R. McGannon. Psychology of Sub-Culture in Sport and Physical Activity: Critical Perspectives. Taylor & Francis Group, 2014.

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36

Psychology of Sub-Culture in Sport and Physical Activity: Critical Perspectives. Routledge, 2014.

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37

Psychology of Sub-Culture in Sport and Physical Activity: A Critical Approach. Taylor & Francis Group, 2014.

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38

Hustlers, Beats and Others. Aldine Transaction, 2006.

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39

Hustlers, beats, and others. Lyons Press, 1998.

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40

Santiago Iglesias, José Andrés, and Ana Soler Baena, eds. Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion. Stockholm University Press, 2021. http://dx.doi.org/10.16993/bbp.

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Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Taking Neon Genesis Evangelion (Shin Seiki Evangerion) as a case study, this volume acknowledges anime as a media form with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses. First broadcast in Japan in 1995-96, Neon Genesis Evangelion became an epoch-making anime, and later franchise. The ini
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41

Bailey, Marlon M. Butch queens up in pumps: Gender, performance, and ballroom culture in Detroit. 2013.

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42

Bailey, Marlon M. Butch Queens up in Pumps: Gender, Performance, and Ballroom Culture in Detroit. University of Michigan Press, 2013.

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