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Journal articles on the topic 'Subculture gamers'

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1

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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8

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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9

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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10

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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Merkulov, Sergey V., Tatyana A. Kononova, Olga L. Pominova, Vyacheslav I. Berkus, and Alexander N. Dakhin. "Computer games: from combating anti-deprivation to algorithmic culture and ...digital imbecility." Perspectives of Science and Education 55, no. 1 (2022): 42–60. http://dx.doi.org/10.32744/pse.2022.1.3.

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Introduction. Different genres and scenarios of computer games influence the formation of students’ cognitive abilities as well as their mental health. This influence should be taken into account in the scientific and methodological base of the didactic system of modern education. The purpose of the article is to assess the influence of computer games on the formation of the students’ algorithmic culture, to offer recommendations on reducing the extent of deprivation and cyber addiction leading to digital imbecility of teenage gamers in its extreme form. Research methods. The research particip
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Song, Liuyan, Ow Wei Chow, Mingyu Na, and S. Gill Sarjit. "Virtual Idol and Youth Identity: The Impact of Mainstream Culture on the Virtual Idol Online Fanbase Community in China." Studies in Media and Communication 12, no. 2 (2024): 100. http://dx.doi.org/10.11114/smc.v12i2.6658.

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Virtual idols originated in Japan and are mainly composed of singing synthesizers, virtual reality technology, and ACG (anime-comics-games) cultural elements, which is a subcultural phenomenon. In recent years, the growing fanbase of virtual idols has attracted the attention of mainstream media and government in China. The state media in China have used virtual idols as a medium to promote mainstream culture to Chinese young people, and influence fans' youth identity by injecting mainstream culture into virtual idols' musical works, stage performances, and public opinion propaganda. This resea
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Washington, Kate. "The Gamer Subculture in Lacy, WA." Anthos 5, no. 1 (2013): 67–79. http://dx.doi.org/10.15760/anthos.2013.67.

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Fitriani, Indah, Lina Meilinawati, and N. Rinaju Purnomowulan. "Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu." Jurnal Humaniora 28, no. 2 (2016): 176. http://dx.doi.org/10.22146/jh.v28i2.16400.

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This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum for youth community media and technology enthusiasts, like manga (Japanese comics), anime (Japanese cartoons), video games, computers, and the Internet. In the process, otaku who initially labeled negatively has contributed significantly to Japan as the most advanced industrialized country in Asia, not only in the field of culture, but also in the fields of science and economics. Using data from Japanese poem anthology (senryu) in Otaku Senryu(OS), this paper focuses on 1) distinctiveness of otak
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15

LAVRENOVA, OLGA. "Desolation as a Plot: Urban Exploration on YouTube." Art and Science of Television 20, no. 3 (2024): 129–52. https://doi.org/10.30628/1994-9529-2024-20.3-129-152.

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The article analyzes and typologizes YouTube videos representing urban exploration (Urbex). This subculture, which gained popularity in the early 2000s, centers on the (often illegal) venturing into abandoned build-ings.4 Visual documentations of such penetrations, shared on YouTube, have played a crucial role in institutionalizing urbex, forging informational and visual connections that structured its previously spontaneous practice. Visu-ally, urbex videos can be considered as a symbiosis of amateur documen-tary and feature films created within a relatively limited set of plots. Despite the
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16

Karatas, Zh M., and M. Halmatov. "Pedagogical problems of using National GamesofKazakhpeoplein the organization of educational work of Primary School students." Bulletin of the Karaganda University. Pedagogy series 111, no. 3 (2023): 169–79. http://dx.doi.org/10.31489/2023ped3/169-179.

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The article highlights the great role of Kazakh national gamesof the Kazakh people’s lives. Games raised the mood, developed endurance, dexterity, strength. The content of the Kazakh National Games is huge; they are inextricably linked with folk art. It was here that many talented people were noticed and distinguished. The Kazakh National Games—the customs and traditions of the people. The article is devoted to the sociological analysis of the game as an element of the children's subculture. Despite the approaches to determining the concept of a children's subculture, its meaning and significa
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17

Vizcaíno-Verdú, Arantxa. "«Who’s the girl now?»: The #GamerGrrrl togetherness on TikTok." index.comunicación 14, no. 2 (2024): 265–93. http://dx.doi.org/10.62008/ixc/14/02whosth.

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Pese a los estudios que ponen de relieve la prevalencia del sexismo hacia las mujeres en la industria de los videojuegos, el discurso de resiliencia de las nuevas generaciones de mujeres «gamer» ha recibido mínima atención. El presente estudio se centra en las publicaciones en TikTok de las «chicas gamer», que asumen voluntariamente diversos roles para desafiar los estereotipos imperantes entre las comunidades de videojuegos. Siguiendo los principios del manifiesto Riot Grrrl, la investigación analiza 161 vídeos de TikTok con el hashtag #GamerGirl. El análisis explora cómo estas «gamers» emple
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18

Bedrina, Nadiia. "Transformation of the Children's Subculture Components on Youtube Channels." Issues in Cultural Studies, no. 37 (May 28, 2021): 12–20. https://doi.org/10.31866/2410-1311.37.2021.235993.

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The purpose of the article is to analyse the transformation of components of the children’s subculture on YouTube channels for kids. The research methodology is based on the following approaches: the phenomenological approach was applied to consider the subculture of childhood as a phenomenon of culture and children’s YouTube channels as a phenomenon of modern audiovisual culture; the axiological approach was used to find out the content and value status of children’s YouTube channels in contemporary audiovisual art; the game theory of culture made it possible to identify the
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19

БАГАЕВ, А. Б. "EQUESTRIAN GAMES IN THE MEN’S SUBCULTURE OF OSSETIANS." Известия СОИГСИ, no. 44(83) (June 27, 2022): 23–33. http://dx.doi.org/10.46698/vnc.2022.83.44.010.

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Мужской социум с его миропониманием, системой ценностей, нормами и правилами поведения, материально-предметным миром, военными, хозяйственными занятиями и досугом, во многом определял жизнедеятельность традиционного осетинского общества. В комплексном исследовании мужских субкультур важная роль отведена традиционным мужским играм, состязаниям и забавам, корни которых уходят в глубокую архаику ритуально – магической обрядности, которая со временем трансформируется в игры. Актуальность исследования мужских игр и развлечений определяется их глубокой интегрированностью во многие сферы традиционног
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20

Byun, Ji-Sun, and Jae-Woong Kim. "User Analysis of Subculture Games: Focusing on Genshin Impact." JOURNAL OF THE KOREA CONTENTS ASSOCIATION 23, no. 4 (2023): 82–93. http://dx.doi.org/10.5392/jkca.2023.23.04.082.

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Kaelber, Lutz. "Book Review: Goths, Gamers, and Grrrls: Deviance and Youth Subcultures." Teaching Sociology 38, no. 4 (2010): 386–87. http://dx.doi.org/10.1177/0092055x10380705.

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Lee, O.-Joun, Heelim Hong, Eun-Soon You, and Jin-Taek Kim. "Discovering Social Desires and Conflicts from Subculture Narrative Multimedia." Sustainability 12, no. 24 (2020): 10241. http://dx.doi.org/10.3390/su122410241.

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This study aims at discovering social desires and conflicts from subculture narrative multimedia. Since one of the primary purposes in the subculture consumption is vicarious satisfaction, the subculture works straightforwardly describe what their readers want to achieve and break down. The latent desires and conflicts are useful for understanding our society and realizing smart governance. To discover the social issues, we concentrate on that each subculture genre has a unique imaginary world that consists of inventive subjects. We suppose that the subjects correspond to individual social iss
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БАГАЕВ, А. Б. "POWER GAMES IN THE MEN’S SUBCULTURE OF THE TRADITIONAL OSSETIAN SOCIETY." Известия СОИГСИ, no. 42(81) (December 9, 2021): 13–20. http://dx.doi.org/10.46698/vnc.2021.81.42.007.

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Мировоззренческие установки, характерные для мужской субкультуры, являются важными элементами духовной культуры традиционного общества. В силу доминирующего положения мужчин в традиционном обществе их система ценностей оказывала большое влияние на весь социум. Мужские ценности и нормы поведения, характерные для традиционного общества, в трансформированном виде существуют и в современном обществе. Вследствие этого комплексное исследование мужской субкультуры прошлого необходимо для объективного понимания путей развития и выявления скрытых тенденций в эволюции современного общества. В значительн
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Vukojević, Borislav, and Dalibor Savić. "MEDIA CONVERGENCE OF ROLE-PLAYING GAMES (1974-2024): FROM PARTICIPATION TO COMMODIFICATION AND BACK AGAIN." MEDIA STUDIES AND APPLIED ETHICS 5, no. 2 (2024): 7–21. https://doi.org/10.46630/msae.2.2024.01.

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This study examines the impact of media convergences on the evolution of role-playing games (RPGs) from the early 1970s to the present day. The analytical focus of this research is directed at the dynamics between player community participation and the process of commodification within this genre. In this context, specific phases in the development of RPGs are highlighted, including tabletop role-playing games (TRPGs), classic computer role-playing games (CRPGs), massively multiplayer online role-playing games (MMORPGs), live-action role-playing (LARP), and actual play (AP). This study highlig
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Shkapenko, Tatiana Mikhailovna, and Ekaterina Aleksandrovna Gorodetskaia. "Contemporary animalistic subcultural practices and their precedents in Russian linguistic culture." Philology. Theory & Practice 17, no. 10 (2024): 3734–38. http://dx.doi.org/10.30853/phil20240528.

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The study aims to identify the attributive features that constitute a new subculture for Russian society, “the quadrobers”, based on its comparison with the morphology of the ritual of “ryazhenie” (traditional masked revelry). This innovative behavioral practice has caused a wide public resonance in Russia, characterized by contradictory assessments and interpretations. Justifications used include categorizing quadrobics as a sports entertainment, as well as references to the precedent connection of this new trend with the tradition of “ryazhenie” in Russia. The scientific analysis of probable
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BELOVA, L. A., and A. V. SLABYSHEVA. "THE “FURRY” SUBCULTURE AS THE BASIS OF A DIDACTIC GAME IN GERMAN LANGUAGE LESSONS." Челябинский гуманитарий 69, no. 4 (2024): 32–38. https://doi.org/10.47475/1999-5407-2024-69-4-32-38.

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The article presents methodological recommendations for working on the topic of “Ecology, the world around us” in a German language lesson using role game in the style of the youth subculture furry. The authors show that in the context of learning a foreign language, the use of didactic games is of particular importance, allowing pupils not only to deepen their knowledge, but also to practice communication skills, the ability to work in a team, develop creativity and creative thinking. The theoreticalbasis for studying the phenomenon of play and role games was the work of G. Mead, A. Wallon, S
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Lamerichs, Nicolle. "Costuming as subculture: The multiple bodies of cosplay." Scene 2, no. 1 (2014): 113–25. http://dx.doi.org/10.1386/scene.2.1-2.113_1.

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This article explores the subculture of cosplay, short for ‘costume play’. In this particular practice, fans create and wear costumes that allow them to re-enact existing fictional characters from popular culture. These outfits and subsequent performances are a physical manifestation of their immersion into the fictional realms of television, games and movies, among others. Cosplay can be understood as the culture of costuming that occurs beyond the institutional remit of the theatre. Especially in western countries, cosplay is intimately connected to the carnivalesque space of the fan convent
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Shurygina, Arina. "HOBBIT PLAYERS: DEVELOPMENT OF ROLE- PLAYING GAMES IN KRASNOYARSK REGION (1980-1990)." Social Anthropology of Siberia 2, no. 1 (2021): 67–74. http://dx.doi.org/10.31804/2687-0606-2021-2-1-67-74.

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Local history as a kind of public history is gaining more and more popularity among researchers every year, because awareness of local historical experience is a tool for regional and personal self-identification, a way to define oneself, one’s uniqueness in the large multicultural world. Based on the study of the role-playing movement, it is possible to trace not only any peculiarities of the Krasnoyarsk cultural processes, but also to understand what influence the events of the “big” history had on the local history of the development of the role-playing movement in the Krasnoyarsk Territory
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Boomer, Jason, Tracy Harwood, and Tony Garry. "Value Transformation in the ‘Let’s Play’ Gaming Subculture." Journal of Creating Value 4, no. 2 (2018): 229–42. http://dx.doi.org/10.1177/2394964318804705.

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Let’s play is a globally significant phenomenon in creative online content generation that has evolved from gaming culture. Little is understood about the behaviour and motivations of community participants to generate creative content or the values they associate with their creative work. This research explores the processes let’s play players engage in to transform and extract value from content generation, and the roles of firms in its development. Drawing on Bourdieu’s (1989, Sociological Theory, 7(1), 14–25) frames of capital, this research identifies four types of values (social, cultura
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Kalinin, A. L. "TO THE ISSUE OF THE NEW URBAN SUBCULTURE FORMATION IN A MIDDLE TOWN, ON THE EXAMPLE OF BIROBIDZHAN." Regional problems 25, no. 3 (2022): 118–20. http://dx.doi.org/10.31433/2618-9593-2022-25-3-118-120.

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In the paper, the author considers the concept of subculture forming in the process of the quasi-intellectual game «Mind Games». The work provides a description of the community members structure. It is stated that the community has no self-designation and the majority of community members belong to the same social-economic stratum.
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Wei, Yi, Yingying Cai, Ali Asghar Heidari, Huiling Chen, and Yanyu Chen. "Directional crossover hunger games search with adaptive Lévy diversity for network subculture." Electronic Research Archive 32, no. 1 (2024): 608–42. http://dx.doi.org/10.3934/era.2024030.

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<abstract> <p>In this paper, we explore and analyze the network subculture in the youth and actively explore the new path of socialist core values to cultivate the values of college students. Through the effective questionnaire survey of college students, the prediction model of decision support is established by improving the metaheuristic algorithms. Hunger games search (HGS) is a metaheuristic algorithm widely used in many fields. However, the method converges slowly and veers toward the local optimum when presented with challenging problems. Therefore, there is room for HGS to
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IBRAHIM, MUHAMAD SHAMSUL, JINGTONG CHENG, HAMEDI MOHD ADNAN, and RUI WANG. "From Motivation to Participation: Understanding User Dynamics in Bilibili's Subculture." Jurnal Komunikasi: Malaysian Journal of Communication 41, no. 2 (2025): 520–40. https://doi.org/10.17576/jkmjc-2025-4102-29.

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With the ACGN (Animation, Comics, Games, Novels) subculture gaining popularity in the Asia-Pacific region, particularly through platforms like Bilibili, users are actively engaging in community participation and content contribution. This study investigates the motivations driving these behaviours, focusing on the relationship between user attitudes and engagement intentions. Utilising a quantitative survey method, data was collected from 204 university students in Guangzhou, China, who are familiar with the ACGN subculture and use Bilibili. The analysis was conducted using SmartPLS, revealing
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Litvintsev, Denis. "The role of the "third place" in the practices of youth leisure: house party (home party) as a social event." Sociologicheskaja nauka i social'naja praktika 11, no. 1 (2023): 124–37. http://dx.doi.org/10.19181/snsp.2023.11.1.7.

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The problem of youth leisure is a frequent object of study in modern sociology. However, Russian scientists are increasingly paying attention to club culture and various youth subcultures, often overlooking the social phenomenon of house parties. The article analyses the results of individual studies of house parties in the USA, Holland, Denmark, the UK (skins party), the former USSR (“kvartirnik”/home gig) and modern Russia (“vpiska” (inclusion)/ shubz and its various formats). For the methodological basis of the study two approaches are used. The approach of E. Hoffmann, that allows us to st
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Artosa, Odam Asdi. "SKATEBOARD, SUBCULTURE, AND INDUSTRY: A STUDY ABOUT YOUNG SKATE WORKERS IN INDONESIA." Dimensia: Jurnal Kajian Sosiologi 11, no. 1 (2022): 45–62. http://dx.doi.org/10.21831/dimensia.v11i1.59123.

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Artikel ini merupakan analisis tekstual skateboard sebagai subkultur dan peluang kerja bagi anak muda di Indonesia, yang menyajikan eksplorasi strategi mereka untuk meraih karir di industri skateboard. Penelitian ini menggunakan metode kualitatif dengan pendekatan analisis tekstual yang dilaksanakan selama tiga bulan. Penelitian ini melibatkan tiga informan utama dari anak muda yang berprestasi pada kompetisi skateboard nasional dan/atau internasional dan mendapatkan pekerjaan dari sponsor skateboard. Temuan penelitian ini menunjukkan bahwa pemaknaan skateboard sebagai subkultur telah berkemba
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FANG, ZHENYI. "From Sub to Main: A Text Mining Analysis of Media reports Related to Subculture Games." Journal of Korea Game Society 23, no. 4 (2023): 29–41. http://dx.doi.org/10.7583/jkgs.2023.23.4.29.

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Lorr, Michael. "Skateboarding and the X-Gamer Phenomenon: A Case of Subcultural Cooptation." Humanity & Society 29, no. 2 (2005): 140–47. http://dx.doi.org/10.1177/016059760502900205.

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Savelyeva, Tatiana V. "CLANDESTINE INTELLECTUAL GAMES: GAMING PRACTICES DURING THE PANDEMIC." Folklore: structure, typology, semiotics 5, no. 2 (2022): 109–21. http://dx.doi.org/10.28995/2658-5294-2022-5-2-109-121.

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The research subject is the intellectual movement subculture “What? Where? When?” and “daughter” games – QUIZ, “60 seconds”, “Brain Slaughterhouse”, etc. during the coronavirus pandemic. Using the participant observation method, new players’ rituals, jokes, comic passwords and names of teams were collected, in which, as in the acts of verbal creativity of experts, it is possible to note the representation of the community’s attitude to the pandemic in three aspects: 1) features, symptoms and consequences of a new disease; 2) administrative measures aimed at limiting spread of the infection: se
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Chen, Jiaying. "Becoming others." Prometeica - Revista de Filosofía y Ciencias, Especial (August 11, 2022): 11–20. http://dx.doi.org/10.34024/prometeica.2022.especial.13533.

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By revisiting Gilles Deleuze's notion of the virtual, this work examines what the virtual world means for our identity and intimacy. We sketch three effects of the virtual world: 1) the complete disintegration of public-private boundary; 2) the emerging performativity of virtual identities; 3) the destabilization of our ontology. From public life to multiplayer online role-playing games, we show the changing meaning of play in various contexts: performing, acting, and becoming. Following Richard Sennett's dramaturgical perspective of the public Man, we see people proactively perform the image
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Kim, Eun Joung. "Player-Character Dynamics in Successful Korean Subculture Games in Goddess of Victory: Nikke and Blue Archive." Journal of Digital Media & Culture Technology 4, no. 1 (2024): 51–72. http://dx.doi.org/10.29056/jdmct.2024.06.06.

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Saldanha, Kennedy, Barnabe D’Souza, and Dakshayani Madangopal. "“It’s Only a Game of Chance”: A Portrait of Gambling Among Street Children in Mumbai." Journal of Adolescent Research 33, no. 6 (2017): 699–724. http://dx.doi.org/10.1177/0743558416684949.

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For street children in Mumbai, gambling is mostly a social and recreational activity. This study is based on data gathered from a survey of 70 youths aged 12 to 24, two focus groups, and participant observation. It offers glimpses into various facets of their gambling, including age patterns, games played, venues, and how group and street subculture strongly influence participation. Street children perceive gambling as a “game of chance,” implying it is a form of recreation, not to be taken seriously. Given the pervasiveness of gambling and the absence of other recreational and money-saving op
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Abyshko, Alexander, Maria Mironova, Alfia Mutygullina, Ivan Ponomarev, German Sabirov, and Anastasiya Chuvaeva. "Restrictions on freedom of expression in the video games industry in Russia." Interactive Entertainment Law Review 2, no. 1 (2019): 23–34. http://dx.doi.org/10.4337/ielr.2019.01.02.

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The video games industry is expanding globally, and such markets as Russia have a potential for further growth attracting more and more publishers, and pushing compliance with Russian law into the business frontlines. The aim of this article is to give to the video games developers a survival kit on the Russian market highlighting the most problematic areas for foreign publishers, such as censorship, age ratings and restricted content. The most recent trends in judicial and administrative practice show that Russian jurisdiction is extended by official bodies to foreign businesses targeting the
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Hirnyak, Andriy, and Halyna Hirnyak. "Form’s manifestations of deviant behavior in modern youth subcultures and their socio-psychological analysis." Psihologìâ ì suspìlʹstvo 1, no. 2023 (2023): 199–204. http://dx.doi.org/10.35774/pis2023.01.199.

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The article examines socio-psychological prerequisites, causes and form’s manifestations of delinquent behavior of the youth subculture “Redan” PMC in wartime conditions. Particularly, six main groups of prerequisites and reasons, which mutually reinforce each other and have a cumulative effect, are singled out and reflexively substantiated, namely: 1) psychosocial features of the target audience (adolescent conflict, aggressive­ness, protest, destructive self-assertion, etc.); 2) release/reduction of mental stress associated with the feeling of one’s own help­lessness and loss of control over
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Mihura López, Rocío, Teresa Piñeiro Otero, and Antonio Seoane Nolasco. "‘No soy una gamer’ Sexismo, misoginia y toxicidad como moduladores de la experiencia de las mujeres videojugadoras." Investigaciones Feministas 14, no. 2 (2024): 215–27. https://doi.org/10.5209/infe.87614.

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Introducción/propósito/objetivos, Los videojuegos han pasado de una subcultura a un producto de entretenimiento mainstream, con la consecuente multiplicación y diversificación de públicos. Desde una perspectiva crítica los videojuegos continúan perpetuando una cultura masculina altamente tóxica, que sitúa a las mujeres en el lugar de “Otro” convirtiéndolas en foco de su hostilidad. En esta línea el presente estudio tiene por objeto conocer las experiencias de las jugadoras en los entornos de juego, así como profundizar en su autopercepción y posicionamiento dentro de la comunidad gamer. Metodo
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Vardanyan, N. Kh. "Folklore in the Handwritten Albums of Yerevan Schoolgirls as a Manifestation of Urban Youth Subculture." Urbis et Orbis Microhistory and Semiotics of the City 3, no. 1 (2023): 149–61. http://dx.doi.org/10.34680/urbis-2023-3(1)-149-161.

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In the last decades of the last century, the culture of keeping handwritten scrapbooks was widespread among urban schoolgirls. These scrapbooks are considered one of the small forms of urban and rural folklore of the recent Soviet past and have become an object of study by folklorists and anthropologists. This type of handwritten folklore has been widely studied in the works of foreigners, especially Russian theorists. It is usually referred to as post-folklore or subculture (Neklyudov). Various manifestations of adolescent behavior can be found in these manuscript albums: from rebelliousness
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Karabanova, Olga A. "Modern childhood and preschool education protecting the rights of child: to the 75th anniversary of E.O. Smirnova’s birth." National Psychological Journal 47, no. 3 (2023): 60–68. http://dx.doi.org/10.11621/npj.2022.0308.

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Background. Xe relevance of the article is determined by the need to consider the socio-cultural situation of modern childhood and child subculture, as well as the need to Ynd ways to resolve the crisis of childhood. In a convergent environment of development and information socialization, the analysis of the role of game and toys, of watching animated Ylms and playing computer games in the development of a preschooler allows us to outline a strategy to overcome the crisis by modernizing the system of preschool education. Objective. Xe aim of the work is to analyse the scientiYc heritage of Do
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Thu, Le Hoang Anh. "Stories behind numbers: Symbols in underground lottery gambling in Vietnam." Anthropology Today 40, no. 4 (2024): 13–16. http://dx.doi.org/10.1111/1467-8322.12903.

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This article explores the symbolic significance of numbers in Vietnam's underground lottery game, đề, based on ethnographic fieldwork in Ho Chi Minh City. It investigates how players interpret everyday events and dreams through numbers, creating a unique blend of personal and cultural symbolism. These number symbols function both publicly within the game's subculture and personally, resonating with broader anthropological discussions on the role of symbols in life narratives and cultural performances. By attaching numerical significance to mundane occurrences, players gain a sense of agency an
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Lasley, Joe. "Fantasy In Real Life: Making Meaning from Vicarious Experiences with a Tabletop RPG Internet Stream." International Journal of Role-Playing, no. 11 (December 20, 2021): 48–71. http://dx.doi.org/10.33063/ijrp.vi11.283.

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This study investigated the experiences of people who claimed exposure to Critical Role, a web series featuring a group of voice actors playing a tabletop role-playing game (TRPG), impacted their lives in meaningful ways beyond entertain-ment. Building on previous research that documented players engaging in role-playing games, livestreaming, and role-playing game (RPG) fandom subculture, this study specifically explored the perspectives of individuals who reported a transformation-al impact of experiencing gaming vicariously through watching Critical Role. This paper reports a detailed narrat
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Fine, Gary Alan. "Mobilizing Fun: Provisioning Resources in Leisure Worlds." Sociology of Sport Journal 6, no. 4 (1989): 319–34. http://dx.doi.org/10.1123/ssj.6.4.319.

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Despite the tendency to think of leisure activity in terms of personal preferences, leisure can also be understood in terms of the ability of organizations to provide resources for participants. Drawing on the resource mobilization approach to social movements, I outline a theoretical approach, labeled Provisioning Theory, which attempts to explain how leisure organizations use resources to attract and retain participants. Organizations must mobilize “fun” for members if they are to continue over time and the leisure activity is to increase in popularity. After describing how Provisioning Theo
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Fairley, Sheranne, Pamm Kellett, and B. Christine Green. "Volunteering Abroad: Motives for Travel to Volunteer at the Athens Olympic Games." Journal of Sport Management 21, no. 1 (2007): 41–57. http://dx.doi.org/10.1123/jsm.21.1.41.

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Volunteers have become essential to the delivery of sport events. Megaevents, such as the Olympic Games, rely on a large number of volunteers for the successful running of the event, some of whom travel to volunteer. This study investigates the motives of a group of people who volunteered at the Sydney Olympics as they prepared to travel to volunteer at the 2004 Athens Olympic Games. Four key motives were identified: (a) nostalgia, (b) camaraderie and friendship, (c) Olympic (i.e., subcultural) connection, and (d) sharing and recognition of expertise. The motives identified distinguish event v
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Lytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.

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The article is devoted to a comprehensive study of the current issues of copyright protection of game content in the context of the rapid development of the video game industry. The study examines the peculiarities of legal protection of various elements of video games, including software code, audiovisual components, storylines and characters. It analyses the main challenges faced by developers and publishers in protecting their intellectual property rights, including unauthorised copying, piracy and unlicensed modifications. The author analyses the terminology of the industry, in particular,
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