The proliferation of media production technologies has allowed for game players to become game creators, tinkering and forging their own games. This qualitative project explores how amateurs express and construct their identity through the activity of game creation. Forty interviews were conducted with renowned game modifiers and independent game developers internationally. The findings revealed that the game creation performance is characterized by the practices of play, object-relating and public performance. These practices advanced not only the amateur game creator identity but also their ludic and individual identities. In addition, amateur game creators exhibited variance in their willingness to reveal their hobbies in real lives. Man...
This research proposes to investigate the contribution that innovative development projects involvin...
In this edited volume, eighteen scholars examine the increasing role of digital media technologies i...
“Playing pretend” is often regarded as childish, but many people continue to role-play well into adu...
The proliferation of media production technologies has allowed for game players to become game creat...
Identities should not be understood as a static, defining trait, but as a temporary articulation per...
Currently little is known about how creativity is expressed in digital entertainment games or what s...
Main focus of this work is to examine whether video gaming experience has an impact on a person's id...
Creativity has been widely studied across various disciplines such as psychology and education from ...
Digital games play an important role in identity construction by offering role models with whom play...
The video gaming industry is an ever-expanding one. According to Reuters, the global net worth of th...
Game-based learning is gaining grounds in primary and secondary schools. While becoming part of the ...
In this paper the authors analyse the authorship roles players play in today’s gaming context and so...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
This thesis project explores the capacity of digital critical games when it comes to conveying socia...
The concept of embodiment is underutilized in games studies, and research on how embodiment works in...
This research proposes to investigate the contribution that innovative development projects involvin...
In this edited volume, eighteen scholars examine the increasing role of digital media technologies i...
“Playing pretend” is often regarded as childish, but many people continue to role-play well into adu...
The proliferation of media production technologies has allowed for game players to become game creat...
Identities should not be understood as a static, defining trait, but as a temporary articulation per...
Currently little is known about how creativity is expressed in digital entertainment games or what s...
Main focus of this work is to examine whether video gaming experience has an impact on a person's id...
Creativity has been widely studied across various disciplines such as psychology and education from ...
Digital games play an important role in identity construction by offering role models with whom play...
The video gaming industry is an ever-expanding one. According to Reuters, the global net worth of th...
Game-based learning is gaining grounds in primary and secondary schools. While becoming part of the ...
In this paper the authors analyse the authorship roles players play in today’s gaming context and so...
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate...
This thesis project explores the capacity of digital critical games when it comes to conveying socia...
The concept of embodiment is underutilized in games studies, and research on how embodiment works in...
This research proposes to investigate the contribution that innovative development projects involvin...
In this edited volume, eighteen scholars examine the increasing role of digital media technologies i...
“Playing pretend” is often regarded as childish, but many people continue to role-play well into adu...