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.
Full textGubagaras, 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.
Full textKochelaeva, 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.
Full textLitvinova, 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.
Full textJukić, 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.
Full textDashiell, 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.
Full textTrammell, 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.
Full textHorpynych, 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.
Full textLiu, 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.
Full textMarkov-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.
Full textMerkulov, 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.
Full textSong, 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.
Full textWashington, Kate. "The Gamer Subculture in Lacy, WA." Anthos 5, no. 1 (2013): 67–79. http://dx.doi.org/10.15760/anthos.2013.67.
Full textFitriani, 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.
Full textLAVRENOVA, 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.
Full textKaratas, 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.
Full textVizcaíno-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.
Full textBedrina, 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.
Full textБАГАЕВ, 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.
Full textByun, 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.
Full textKaelber, 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.
Full textLee, 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.
Full textБАГАЕВ, 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.
Full textVukojević, 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.
Full textShkapenko, 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.
Full textBELOVA, 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.
Full textLamerichs, 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.
Full textShurygina, 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.
Full textBoomer, 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.
Full textKalinin, 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.
Full textWei, 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.
Full textIBRAHIM, 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.
Full textLitvintsev, 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.
Full textArtosa, 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.
Full textFANG, 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.
Full textLorr, 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.
Full textSavelyeva, 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.
Full textChen, 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.
Full textKim, 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.
Full textSaldanha, 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.
Full textAbyshko, 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.
Full textHirnyak, 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.
Full textMihura 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.
Full textVardanyan, 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.
Full textKarabanova, 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.
Full textThu, 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.
Full textLasley, 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.
Full textFine, 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.
Full textFairley, 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.
Full textLytvynenko, 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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