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Biblio
Found 15 results
Author
Keyword
Title
Type
Year
2009
Liu, M.
, &
W. Peng
(2009).
Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games)
.
Computers in Human Behavior. 25,
1306-1311.
Abstract
Shaw, I. G. R.
, &
B. Warf
(2009).
Worlds of affect: virtual geographies of video games
.
Environment and Planning A. 41,
1332-1343.
Abstract
Liang, T. P.
, &
Y. H. Yeh
(2009).
Situational Effects on the Usage Intention of Mobile Games
.
Designing E-Business Systems. 22,
51-59213.
Abstract
Wang, Y. S.
,
H. Y. Wang
, &
H. H. Lin
(2009).
Investigating the Mediating Role of Perceived Playfulness in the Acceptance of Hedonic Information Systems
.
Proceedings of the 13th Wseas International Conference on Systems.
322-327622.
Abstract
2008
Charlier, N.
, &
B. De Fraine
(2008).
Games-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools
.
2nd European Conference on Games Based Learning.
77-84524.
Abstract
2007
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
Sanford, K.
, &
L. Madill
(2007).
Understanding the power of new literacies through video game play and design
.
Canadian Journal of Education. 30,
432-455.
Abstract
2006
Chang, B. H.
,
S. E. Lee
, &
B. S. Kim
(2006).
Exploring factors affecting the adoption and continuance of online games among college students in South Korea: Integrating uses and gratification and diffusion of innovation approaches
.
New Media & Society. 8,
295-319.
Abstract
2005
Kao, Linda
,
Cathleen Galas
, &
Yasmin B. Kafai
(2005).
'A Totally Different World': Playing and Learning in Multi-User Virtual Environments
.
DiGRA 2005 Conference: Changing Views--Worlds in Play.
Abstract
McGraw, Tammy
,
Krista Burdette
, &
Kristine Chadwick
(2005).
The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD
.
DiGRA 2005 Conference: Changing Views--Worlds in Play.
Abstract
2004
Leung, L.
(2004).
Net-generation attributes and seductive properties of the Internet as predictors of online activities and Internet addiction
.
Cyberpsychology & Behavior. 7,
333-348.
Abstract
Southwell, B. G.
, &
K. O. Doyle
(2004).
The good, the bad, or the ugly? A multilevel perspective on electronic game effect
.
American Behavioral Scientist. 48,
391-401.
Abstract
2003
Bryce, Jo
, &
Jason Rutter
(2003).
The Gendering of Computer Gaming: Experience and Space
.
(
FlemingS.
,
JonesI.
, Ed.).
Leisure Cultures: Investigations in Sport, Media and Technology.
3-22.
Abstract
Bryce, Jo
, &
Jason Rutter
(2003).
Gender dynamics and the social and spatial organisation of computer gaming
.
Leisure Studies. 22,
1-15.
Abstract
2000
Fischetti, Mark
(2000).
The Future of Digital Entertainment
.
Scientific American. 283,
47-49.
Abstract