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Biblio
Found 40 results
Author
Keyword
Title
Type
Year
2009
Kim, H.
(2009).
Women's Games in Japan Gendered Identity and Narrative Construction
.
Theory Culture & Society. 26,
165-188.
Abstract
Smith, S. R.
, &
S. Du'Mont
(2009).
Measuring the Effect of Gaming Experience on Virtual Environment Navigation Tasks
.
3DUI : IEEE Symposium on 3D User Interfaces 2009, Proceedings.
3-10159.
Abstract
2008
Enevold, Jessica
, &
Charlotte Hagström
(2008).
My Momma Shoots Better Than You: Who is the Female Gamer?
.
(
Mosberg S.
,
Leino O.
, Ed.).
The [player] conference.
Abstract
Case-Smith, J.
, &
H. M. Kuhaneck
(2008).
Play preferences of typically developing children and children with developmental delays between ages 3 and 7 years
.
OTJR Occupation, Participation and Health. 28,
19-29.
Abstract
Ferguson, C. J.
,
A. M. Cruz
, &
S. M. Rueda
(2008).
Gender, video game playing habits and visual memory tasks
.
Sex Roles. 58,
279-286.
Abstract
Joe, S. - W.
, &
C. - K. Chiu
(2008).
Proposing online game loyalty and its antecedents considering gender as a moderator: a qualitative study
.
Quality & Quantity.
1-11.
Abstract
Willoughby, T.
(2008).
A Short-Term Longitudinal Study of Internet and Computer Game Use by Adolescent Boys and Girls: Prevalence, Frequency of Use, and Psychosocial Predictors
.
Developmental Psychology. 44,
195-204.
Abstract
Olson, C. K.
,
L. A. Kutner
, &
D. E. Warner
(2008).
The role of violent video game content in adolescent development: Boys' perspectives
.
Journal of Adolescent Research. 23,
55-75.
Abstract
2007
Bertozzi, Elena
, &
Seunghwan Lee
(2007).
Not Just Fun and Games: Digital Play, Gender and Attitudes Towards Technology
.
Women's Studies in Communication. 30
(2), 179-204.
Abstract
Amory, A.
(2007).
Game object model version II: A theoretical framework for educational game development
.
Educational Technology Research and Development. 55
(1), 51-77.
Abstract
Fischer, P.
,
J. Kubitzki
,
S. Guter
, &
D. Frey
(2007).
Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors?
.
Journal of Experimental Psychology-Applied. 13,
22-31.
Abstract
Jansz, J.
, &
R. G. Martis
(2007).
The Lara phenomenon: Powerful female characters in video games
.
Sex Roles. 56,
141-148.
Abstract
Yee, N.
,
J. N. Bailenson
,
M. Urbanek
,
F. Chang
, &
D. Merget
(2007).
The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments
.
Cyberpsychology & Behavior. 10,
115-121.
Abstract
Royse, P.
,
J. Lee
,
B. Undrahbuyan
,
M. Hopson
, &
M. Consalvo
(2007).
Women and games: Technologies of the gendered self
.
New Media and Society. 9,
555-576.
Abstract
Miller, M. K.
, &
A. Summers
(2007).
Gender differences in video game characters' roles, appearances, and attire as portrayed in video game magazines
.
Sex Roles. 57,
733-742.
Abstract
2006
Dickey, M. D.
(2006).
Girl gamers: the controversy of girl games and the relevance of female-oriented game design for instructional design
.
British Journal of Educational Technology. 37,
785-793.
Abstract
Ivory, James D.
(2006).
Still a Man's Game: Gender Representation in Online Reviews of Video Games
.
Mass Communication and Society. 9,
103-114.
Abstract
Koezuka, N.
,
M. Koo
,
K. R. Allison
,
E. M. Adlaf
,
J. J. M. Dwyer
,
G. Faulkner
, et al.
(2006).
The relationship between sedentary activities and physical inactivity among adolescents: Results from the Canadian Community Health Survey
.
Journal of Adolescent Health. 39,
515-522.
Abstract
Yatim, Maizatul H. M.
,
Lennart Nacke
, &
Maic Masuch
(2006).
Improving Game Design by Understanding the Gender Differences: The Cognitive Approach
.
Walkerdine, Valerie
(2006).
Playing the game: Young girls performing femininity in video game play
.
Feminist Media Studies. 6
(4), 519-537.
Abstract
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