This study investigates player-videogame relationships, with a greater ambition of developing a player-centric perspective for the studies of the videogame medium, players, and gaming culture. Taking inspiration from Audience Studies and the grounded theory approach, the project employs gaming-interviews (playing games followed by a semi-structured interview) with 30 Western (20 male and 10 female) and 20 Chinese (10 male and 10 female) participants. To facilitate the analysis, I introduced three concepts: motivation, play and skills. Each of the three notions addresses a key element of the player-videogame relationship: motivation refers to why players engage with the medium; play refers to how players engage with the medium; and skills re...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This is a qualitative study of motivators for gaming. The method used was grounded theory and data w...
When communication researchers consider computer games (and video games) as a new form of media ente...
Recent research has found that age and playing experience moderates people’s opinions regarding vide...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
It has been suggested that digital games can be powerful learning environments that encourage active...
This study explored relationships between personality, video game preference and gaming experiences....
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
This study aimed to investigate how video games can positively affect individuals, and how they perc...
A mixed methods design was used to identify factors associated with motivational engagement in video...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
The term gamer has been applied in various, often simplistic ways to anyone who plays video games as...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
The purpose of this study is to extend the work on video gamers by better understanding some of the ...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This is a qualitative study of motivators for gaming. The method used was grounded theory and data w...
When communication researchers consider computer games (and video games) as a new form of media ente...
Recent research has found that age and playing experience moderates people’s opinions regarding vide...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
It has been suggested that digital games can be powerful learning environments that encourage active...
This study explored relationships between personality, video game preference and gaming experiences....
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
This paper focuses on examining play activities in people's favourite videogame experience. Through ...
This study aimed to investigate how video games can positively affect individuals, and how they perc...
A mixed methods design was used to identify factors associated with motivational engagement in video...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
The term gamer has been applied in various, often simplistic ways to anyone who plays video games as...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
The purpose of this study is to extend the work on video gamers by better understanding some of the ...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This is a qualitative study of motivators for gaming. The method used was grounded theory and data w...
When communication researchers consider computer games (and video games) as a new form of media ente...