default search action
Games and Culture, Volume 11
Volume 11, Numbers 1-2, January 2016
- Charles Musselwhite, Hannah R. Marston, Shannon Freeman:
From Needy and Dependent to Independent Homo Ludens: Exploring Digital Gaming and Older People. 3-6 - Sara Mosberg Iversen:
Play and Productivity: The Constitution of Ageing Adults in Research on Digital Games. 7-27 - Bob De Schutter, Julie A. Brown:
Digital Games as a Source of Enjoyment in Later Life. 28-52 - Sergio Sayago, Andrea Rosales, Valeria Righi, Susan M. Ferreira, Graeme W. Coleman, Josep Blat:
On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People. 53-80 - Robyn Schell, Simone Hausknecht, Fan Zhang, David Kaufman:
Social Benefits of Playing Wii Bowling for Older Adults. 81-103 - Clare Cutler, Ben Hicks, Anthea Innes:
Does Digital Gaming Enable Healthy Aging for Community-Dwelling People With Dementia? 104-129 - Sanela Osmanovic, Loretta Pecchioni:
Beyond Entertainment: Motivations and Outcomes of Video Game Playing by Older Adults and Their Younger Family Members. 130-149 - Fan Zhang, David Kaufman:
Older Adults' Social Interactions in Massively Multiplayer Online Role-Playing Games (MMORPGs). 150-169 - Dustin J. Souders, Walter R. Boot, Neil Charness, Jerad H. Moxley:
Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating. 170-200 - Hannah R. Marston, Michael Kroll, Dennis Fink, Yves J. Gschwind:
Flow Experience of Older Adults Using the iStoppFalls Exergame. 201-222
Volume 11, Number 3, May 2016
- Corrigendum.
- Bjarke Liboriussen, Paul Martin:
Special Issue: Games and Gaming in China. 227-232 - Trent Bax:
"Internet Gaming Disorder" in China: Biomedical Sickness or Sociological Badness? 233-255 - Marcella Szablewicz:
A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image. 256-274 - Sara X. T. Liao:
Japanese Console Games Popularization in China: Governance, Copycats, and Gamers. 275-297 - Hanna Wirman:
Sinological-orientalism in Western News Media: Caricatures of Games Culture and Business. 298-315 - Bjarke Liboriussen:
Amateur Gold Farming in China: "Chinese Ingenuity, " Independence, and Critique. 316-331 - Ge Zhang:
Parallax View: "Year One" of Chinese Game Studies? 332-338
Volume 11, Number 4, June 2016
- Helen Young:
Racial Logics, Franchising, and Video Game Genres: The Lord of the Rings. 343-364 - Caroline Pelletier, Roger L. Kneebone:
Playful Simulations Rather Than Serious Games: Medical Simulation as a Cultural Practice. 365-389 - Chongsan Kwon, Yoseob Kim, Tack Woo:
Digital-Physical Reality Game: Mapping of Physical Space With Fantasy in Context-Based Learning Games. 390-421 - Erin Ash:
Priming or Proteus Effect? Examining the Effects of Avatar Race on In-Game Behavior and Post-Play Aggressive Cognition and Affect in Video Games. 422-440 - Colin Cremin:
Molecular Mario: The Becoming-Animal of Video Game Compositions. 441-458
Volume 11, Number 5, July 2016
- Mirian Checa-Romero:
Developing Skills in Digital Contexts: Video games and Films as Learning Tools at Primary School. 463-488 - Ryan G. Hornbeck:
Explaining Time Spent in Multiplayer Online Games: Moral Cognition in Chinese World of Warcraft. 489-509 - Tom van Nuenen:
Playing the Panopticon: Procedural Surveillance in Dark Souls. 510-527 - Matthew Wells:
Deliberate Constructions of the Mind: Simulation Games as Fictional Models. 528-547 - Teemu Henrikki Laine, Hae Jung Suk:
Designing Mobile Augmented Reality Exergames. 548-580
Volume 11, Number 6, September 2016
- Nicholas G. Cragoe:
RPG Mythos: Narrative Gaming as Modern Mythmaking. 583-607 - Vicente J. Beltrán-Carrillo, Juan I. Beltrán-Carrillo, David González-Cutre, Stuart J. H. Biddle, Carlos Montero-Carretero:
Are Active Video Games Associated With Less Screen Media or Conventional Physical Activity? 608-624 - Charley Reed:
Resident Evil's Rhetoric: The Communication of Corruption in Survival Horror Video Games. 625-643
Volume 11, Numbers 7-8, November 2016
- Eric S. Jenkins:
Updating Narcissus, the Ur-myth of Media, for Digital Gaming. 647-666 - Marta Majorek, Marta du Vall:
Ingress: An Example of a New Dimension in Entertainment. 667-689 - Carina Soledad González-González, Vicente Navarro-Adelantado:
A Structural Theoretical Framework Based on Motor Play to Categorize and Analyze Active Video Games. 690-719 - Anna Sophie Kümpel, Alexander Haas:
Framing Gaming: The Effects of Media Frames on Perceptions of Game(r)s. 720-744 - Amy M. Green:
The Reconstruction of Morality and the Evolution of Naturalism in The Last of Us. 745-763 - Jeff Boykin, Melissa Harbour, Colin Taper, Brian Brandenburg, Ray Pastore:
Book Review: Hacking Society: How Reality Is Broken Constructs Gaming as a Necessary Cure-All. 764-771
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.