Video Games as Culture 2018
DOI: 10.4324/9781315622743-4
|View full text |Cite
|
Sign up to set email alerts
|

Video games as experience

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4

Citation Types

0
4
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
3

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(4 citation statements)
references
References 0 publications
0
4
0
Order By: Relevance
“…Video games have assumed an essential place in our lives, evolving into complex and diverse platforms that are enjoyed by people of all ages and backgrounds. 1,2 This has generated increasing interest in using games in various settings during the last decade. 3 The application of games with a non-entertainment primary purpose, known as serious games (SGs), can provide multiple benefits in environments where games were not traditionally used.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Video games have assumed an essential place in our lives, evolving into complex and diverse platforms that are enjoyed by people of all ages and backgrounds. 1,2 This has generated increasing interest in using games in various settings during the last decade. 3 The application of games with a non-entertainment primary purpose, known as serious games (SGs), can provide multiple benefits in environments where games were not traditionally used.…”
Section: Introductionmentioning
confidence: 99%
“…Video games have assumed an essential place in our lives, evolving into complex and diverse platforms that are enjoyed by people of all ages and backgrounds 1,2 . This has generated increasing interest in using games in various settings during the last decade 3 .…”
Section: Introductionmentioning
confidence: 99%
“…Initially devoted to exploring the aesthetic, cultural, and communicative aspects of video games (Aarseth 2001), game studies firmly entrenched themselves within media and communication research (Egenfeldt-Nielsen, Smith, and Tosca 2008;Mäyrä 2008;Lankoski and Björk 2015). Today, game studies focus on a broad array of topics, ranging for example from video games' psychological and social aspects (Daniel and Garry 2018;Kowert and Quandt 2015), to game production studies (Sotamaa and Švelch 2021), video game design (Fullerton 2019), feminist and queer studies (Malkowski andCyberOrient, Vol. 17, Iss.…”
Section: Introductionmentioning
confidence: 99%
“…Video games have undeniably become a powerful cultural phenomenon since their integration into mainstream society [1]. Yet, with their ascent, the portrayal of female characters within these virtual worlds has come under intense scrutiny and critique within feminist discourse.…”
Section: Introductionmentioning
confidence: 99%