The aim of this study is to investigate digital games with respect to sociocultural aspects and examine whether they are influenced by social and cultural events. In total, 14 digital games were studied by the researchers through documentation analysis. Results showed that sociocultural factors and current events were heavily featured in games from 2002-2004, while 2012-2014 games highlighted social interaction, natural environments of the world, and exceptional, action-packed events. This study is valuable for revealing how games reflect sociocultural changes over time
This study conducted analytical and semiexperimental research with the purpose of testing if art vid...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Using a case example of the crowd-funded YouTube documentary The Smash Brothers, the study explores ...
This dissertation explores the video game experience through extensive ethnographic research conduct...
This paper is devoted to the research of the social and cultural impacts of video games. Video games...
This study conducted analytical and semiexperimental research with the purpose of testing if art vid...
This thesis will ethnographically analyze the interrelationships between gender, class, and subcultu...
"Simultaneously lacking some fundamental data about the role of digital games in culture, while bein...
The primary objective of this study is that there is a growing and consolidating video game ethos th...
Games have received increased scholarly attention due to the economic value they generate. Yet, some...
Digital gaming has fast become a favourite pastime of individuals worldwide owing to the rapid advan...
TestingGames have been part of human socializing activities since centuries. We see games being play...
There is little question of the social, cultural and economic importance of video games in the world...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
Main purpose of this thesis is to pursue the question whether it is possible to find differences (an...
This study conducted analytical and semiexperimental research with the purpose of testing if art vid...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Using a case example of the crowd-funded YouTube documentary The Smash Brothers, the study explores ...
This dissertation explores the video game experience through extensive ethnographic research conduct...
This paper is devoted to the research of the social and cultural impacts of video games. Video games...
This study conducted analytical and semiexperimental research with the purpose of testing if art vid...
This thesis will ethnographically analyze the interrelationships between gender, class, and subcultu...
"Simultaneously lacking some fundamental data about the role of digital games in culture, while bein...
The primary objective of this study is that there is a growing and consolidating video game ethos th...
Games have received increased scholarly attention due to the economic value they generate. Yet, some...
Digital gaming has fast become a favourite pastime of individuals worldwide owing to the rapid advan...
TestingGames have been part of human socializing activities since centuries. We see games being play...
There is little question of the social, cultural and economic importance of video games in the world...
The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social con...
Main purpose of this thesis is to pursue the question whether it is possible to find differences (an...
This study conducted analytical and semiexperimental research with the purpose of testing if art vid...
This dissertation is an exploration of the practice of social digital gaming, using a mixed methods ...
Using a case example of the crowd-funded YouTube documentary The Smash Brothers, the study explores ...