Trigger happy : the inner life of videogames
By Steve. Poole. 2000
217 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/0744adbd7b514cbfec69f560b52a6e3401332bec
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- John Kirriemuir
- Lonneke Martens
- Peter Nikken
- Jeroen Jansz
- J. Johns
- Angela McFarlane
- Sara de Freitas
- Elizabeth A. Boyle
Citations in the corpus
- Video games production networks: value capture, power relations and embeddedness (2006, background): “Poole (2000, 24) states that: 'videogames are not going to go away.”
- Gaming at a LAN event: the social context of playing video games (2005, background): “In the UK, for example, the market of video games1 nowadays grosses more than cinema box office receipts (Poole, 2000).”
- Parental mediation of children’s videogame playing: a comparison of the reports by parents and children (2006, background): “…massive popularity of videogames1 in the past two decades has produced considerable public concerns, in particular about the effects of violent game content, the stereotypical representation of women and non-white ethnic groups, and the time-consuming nature of gaming (Poole, 2000; Thompson, 2002).”
- Literature Review in Games and Learning (2004, background): “For example, Sony’s Playstation2 console launched in Japan in February 2000, selling 980,000 units in its first weekend and thus becoming the biggest launch of any electronic consumer device in history (Poole 2000).”