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期刊名:Games and culture

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ISSN:1555-4120

e-ISSN:1555-4139

IF/分区:1.6/Q1

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共收录本刊相关文章索引15
Clinical Trial Case Reports Meta-Analysis RCT Review Systematic Review
Classical Article Case Reports Clinical Study Clinical Trial Clinical Trial Protocol Comment Comparative Study Editorial Guideline Letter Meta-Analysis Multicenter Study Observational Study Randomized Controlled Trial Review Systematic Review
Rogerio de Leon Pereira,Olivier Tremblay-Savard Rogerio de Leon Pereira
Rewards are prevalent game design elements in gamified environments. Rewards are helpful tools to keep players engaged and encouraged to perform tasks. However, implementing a reward system from scratch in every gamified environment, such a...
Alexander Stainton,Seán G Roberts,Stephanie Rennick Alexander Stainton
The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the Englis...
Dane Marco Di Cesare,Shelley L Craig,Ashley S Brooks et al. Dane Marco Di Cesare et al.
Video gaming is a popular youth pastime that has prompted scholarship into its relationship with psychological well-being. However, sexual and gender diverse youth (SGDY) who play video games are largely overlooked in this research. SGDY ex...
Mary E Ballard,Michael T Spencer Mary E Ballard
This study focused on the importance of social videogame play for remaining connected to others early in the COVID-19 pandemic. While social isolation and loneliness negatively affect well-being, social interaction is important for positive...
Dongliang Chen,Antonio Bucchiarone,Zhihan Lv Dongliang Chen
The COVID-19 problem has not gone away with the passing of the seasons. Although most countries have achieved remarkable results in fighting against epidemic diseases and controlling viruses, the general public is still far from understandi...
Amanda C Cote,Onder Can,Maxwell Foxman et al. Amanda C Cote et al.
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing t...
Michael Iantorno,Mia Consalvo Michael Iantorno
Character backgrounds are one of many elements players use to customize their protagonists in fantasy computer role-playing games. By documenting the narrative trappings, mechanical benefits, and hierarchical availability of character backg...
Alan Galey Alan Galey
It is now 40 years since Gérard Genette's work introduced the term paratexts into literary studies, giving a unifying name to the many kinds of texts that serve as thresholds to other texts. The term and concept have migrated into the stud...
Scott DeJong,Courtney Blamey Scott DeJong
There is an emerging body of games that simulate the labor of drink making and serving at the forefront of play through the role of a bartender or artisanal mixologist. Both are working class but the creative variance between them challenge...
Alan Galey Alan Galey
Portal (2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of epheme...