Game Cultures: Computer Games As New Media
By Jonathan Dovey, H. Kennedy. 2006
319 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/35d9da1950ecf07ce0ad44bb3fc02408e8a14f87
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Max Sjöblom
- Juho Hamari
- Ulrich Leicht‐Deobald
- Thorsten Busch
- C. Schank
- Simon Schafheitle
- Isabelle Wildhaber
- G. Kasper
Citations in the corpus
- Gender, Simulation, and Gaming: Research Review and Redirections (2010, background): “Much of this work argues that context is critical to an understanding of gender and gameplay (Dovey & Kennedy, 2006) and that much that has been written on what girls/women “prefer” to play is seriously disrupted by attending closely to the lived practices and daily choices of women/girls as they…”
- Why do people watch others play video games? An empirical study on the motivations of Twitch users (2017, background): “Games have traditionally been considered to be separate from other forms of media such as television and film (Dovey & Kennedy, 2006).”
- The Challenges of Algorithm-Based HR Decision-Making for Personal Integrity (2019, background): “…solutionism is mirrored by technology firms’ marketing claims, promising notions of technological mastery, control and innovation, and portraying technology as a somewhat independent actor that produces reliable, sustained technological progress (Dovey and Kennedy 2006; Turkle 1995; Zuboff 2015).”
- User-generated content on the internet: an examination of gratifications, civic engagement and psychological empowerment (2009, background): “…explanation to the significant relation between external political efficacy and content creation online as our identity and subjectivity are increasingly meditated through technology and the assumption that technology as an integral aspect of how we connect to the world (Dovey and Kennedy, 2006).”
- Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2012, background): “In their review, Dovey and Kennedy (2006) argue that ‘[g]ames culture is .”