Digital gaming‘s interactive potential is frequently discussed in scientific discourse. Virtual worlds offer transparent and complex possibilities for action within which researchers can observe many different ways players attempt to reach the same goals as they would do in real life. Despite the escapist features of these artificial spaces, online gaming can serve as an example of the interconnection between reality and fiction. Along similar lines, the authors of this paper are applying the results of previous research on styles of play into the context of various stages of human life development. In pursuit of this goal com-parisons will be made between the concept of playful ritualization of ego-integrating activities from E. H. Erikson...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical ...
Various forms of play emerge around computer games. These types of play, known as out-of-game play o...
Various forms of play emerge around computer games. These types of play, known as out-of-game play o...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
This thesis contributes to contemporary sociological debates about video games and video gaming by b...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical ...
Various forms of play emerge around computer games. These types of play, known as out-of-game play o...
Various forms of play emerge around computer games. These types of play, known as out-of-game play o...
Our collaborative work started as a reaction to some of the core assumptions of the newly developed ...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) p...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
This thesis contributes to contemporary sociological debates about video games and video gaming by b...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Games and play are increasingly significant in everyday life. Thus, a philosophical and theoretical ...