This article examines the history of moral panics about media, gleans some lessons from media studies that can help the study of electronic games, and is critical of both utopic and dystopic, cybertarian and pessimistic accounts of gaming
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing com...
A few years ago computer games became an academic field of media research and theory. Since then his...
Computer and videogames has increased rapidly over the past few decades and today a majority of the ...
Moral panics occur when media and society link youth culture to juvenile delinquency, as video games...
Throughout the history of Western popular culture, new emerging forms of media have been perceived...
Electronic entertainment or more precisely, video games are still considered to be young in comparis...
This article develops and expands on earlier work of the authors, which posits the idea of consideri...
Previous research demonstrated the phenomenon of moral panics on “dangerous” games mostly from Weste...
This article is concerned with the lived cultures or cultural practices of gaming - the where, when ...
Press Start to Play: Video Games and the Imagined Realities of the Cold War is a paper that intends ...
This article constructs a new framework for the study of games as sites of social rationalization, a...
This is a critical cultural and political economic analysis of the video game as an engine of global...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
New media technologies have long tapped into social hopes and anxieties, and the turmoil that follow...
This article explores the rationalizations and normalizations adult gamers offer in their justificat...
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing com...
A few years ago computer games became an academic field of media research and theory. Since then his...
Computer and videogames has increased rapidly over the past few decades and today a majority of the ...
Moral panics occur when media and society link youth culture to juvenile delinquency, as video games...
Throughout the history of Western popular culture, new emerging forms of media have been perceived...
Electronic entertainment or more precisely, video games are still considered to be young in comparis...
This article develops and expands on earlier work of the authors, which posits the idea of consideri...
Previous research demonstrated the phenomenon of moral panics on “dangerous” games mostly from Weste...
This article is concerned with the lived cultures or cultural practices of gaming - the where, when ...
Press Start to Play: Video Games and the Imagined Realities of the Cold War is a paper that intends ...
This article constructs a new framework for the study of games as sites of social rationalization, a...
This is a critical cultural and political economic analysis of the video game as an engine of global...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
New media technologies have long tapped into social hopes and anxieties, and the turmoil that follow...
This article explores the rationalizations and normalizations adult gamers offer in their justificat...
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing com...
A few years ago computer games became an academic field of media research and theory. Since then his...
Computer and videogames has increased rapidly over the past few decades and today a majority of the ...