Violence in video games has been a controversial object of public discourse for several decades. Building upon an extensive ethnographic study of players' emotional practices,this Element provides new insights into the complexity and pleasures of player experiences, contributing to societal and academic debate on a critical aspect of video gaming
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Violence in video games has been a controversial object of public discourse for several decades. The...
The publication of this work was supported by the Open Access Publication Fund of Humboldt-Universit...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
Interactive media such as video games and virtual reality (VR) provide users with lived experiences ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
Violence in video games has been a controversial object of public discourse for several decades. The...
The publication of this work was supported by the Open Access Publication Fund of Humboldt-Universit...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are...
Interactive media such as video games and virtual reality (VR) provide users with lived experiences ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...