Browse Items (6 total)

Skubida, D. (2016). Can Some Computer Games Be a Sport?: Issues with Legitimization of eSport as a Sporting Activity. International Journal of Gaming and Computer-Mediated Simulations, 8(4), 38-52.

Wimmer, J. (2012). Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Game Studies (pp. 525-540), Berlin: Springer.

Jenny, S. & Schary, D. (2014). Exploring the Effectiveness of Learning American Football Through Playing the Video Game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72-87.

Groen, M. (2018). Habitus in Cyberspace: Gendered Dynamics in e-Sports Culture. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues, University of Jyväskylä, Finland.

Stald, G. (2001). Meeting in the Combat Zone: Online Multi-player Computer Games as Spaces for Social and Cultural Encounters. In Proceedings of Association of Internet Researchers Conference, ed. Leslie Shade. Minneapolis, USA.

Jin, D. Y. (2017). Smartland Korea: Mobile Communication, Culture, and Society. Ann Arbor, MI: The University of Michigan Press.
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