首页 文献索引 SCI期刊 AI助手
期刊目录筛选

期刊名:Games and culture

缩写:

ISSN:1555-4120

e-ISSN:1555-4139

IF/分区:2.1/Q1

文章目录 更多期刊信息

共收录本刊相关文章索引17条
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
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...
Katy E Pearce,Jason C Yip,Jin Ha Lee et al. Katy E Pearce et al.
The COVID-19 pandemic was stressful for everyone, particularly for families who had to supervise and support children, facilitate remote schooling, and manage work and home life. We consider how families coped with pandemic-related stress u...
Joyce Goggin Joyce Goggin
This article considers LEGO's fans and how their labor was mobilized to create The LEGO Movie. Many aspects of this film make it a compelling case study for ludic economies, such as the film's self-conscious humor that suggests an awareness...
Jennifer Jenson,Suzanne de Castell Jennifer Jenson
The designation "gamer" is structurally bound to networked economies of digital play that are rewarded fiscally, socially, and publically, an order of play that is proving difficult to overturn. That girls and women have enjoyed at best mar...
Sebastian Deterding Sebastian Deterding
The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experienc...
Dustin J Souders,Walter R Boot,Neil Charness et al. Dustin J Souders et al.
Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games prod...