Computer Games and New Media Cultures: A Handbook of Digital Games Studies

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Digital games as new media. Bryce Eds. Giddings, Seth and Helen W. Jason Rutter and Jo Bryce.

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SAGE Knowledge. Have you created a personal profile? Login or create a profile so that you can create alerts and save clips, playlists, and searches. Please log in from an authenticated institution or log into your member profile to access the email feature. This chapter is about digital games as new, computer-based, media. Digital games are mass market commercial products, developed and distributed by established media corporations and often populated by characters and scenarios from television, cinema and comics.

The playing of digital games is rooted in long-established patterns and practices of media consumption.

As such, media studies as a discipline offers valuable theoretical resources to the study of digital games and new media. Internet and personality. Computers in Human Behavior , 18 , Anderson, C. The effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, psychological arousal and pro-social behaviour. Psychological Science, 12 5 , Australian Bureau of Statistics ; Children's participation in cultural and leisure activities. ABS Catalogue No. Canberra: Australian Bureau of Statistics.

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Barak, A. Phantom emotions: Psychological determinants of emotional experiences on the Internet. In Oxford handbook of internet psychology , eds. Joinson, K. McKenna, T. Postmes, and U. Reips, pp. Biddle, S. Beentjes, J. Children and their changing media environment: A European comparative study , eds.

S Livingstone and M. Bovill Mahwah, N. Begg, M. Game-informed learning: Applying computer game process to higher education. Innovate ,1 6 , Online. Bonnafont, G. Video games and the child. Boyle, R. Bryce, J. The gendering of computer gaming: Experience and space".

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In Leisure cultures: Investigations in sport, media and technology, eds, S. Fleming and I. Jones, pp. Killing like a girl: Gendered gaming and girl gamers' visibility. Buckingham, D. Electronic child abuse? Rethinking the media's effects on children. Barker and J. Petley Eds. London: Routledge. Videogames: Text narrative and play. Cambridge: Polity Press. Carlsson, U. Regulation, awareness, empowerment: Young people and harmful media content in the digital age. Exploring factors affecting the adoption and continuance of online games among college students in South Korea.

New Media and Society, 8 2 : Cohn L. Violent video games: Aggression, arousal, and desensitization in young adolescent boys. Dissertation Abstracts International, B. University Microfilms No. AAT Crawford, C. The art of Computer Games Design. Old and new media: Access and ownership in the home.

In Children and their changing media environment: A European comparative study , eds. Livingstone and Bovill, M. Mahwah, N. Downes, T. An Australian study: The computer as a "playable tool. Drotner, K. Medier for fremtiden. Foreman, J. Game-based learning: How to delight and instruct in the 21st Century. Educause Review, 39 5 , Flynn, B.

Geography of the digital hearth. Information, Communication and Society , 6 4 , Fromme, J. Computer games as a part of children's culture.

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Funk, J. Re-evaluating the impact of video games. Clinical Pediatrics, 2 , Children and violent video games: Are there 'high risk' players?

Alternate Realities: Digital Games and the Culture of Transmedia Play

Paper delivered at Playing by the rules: The cultural policy challenge s o f video games. University of Chicago. Gee, P. What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Gentile, D.

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