Title:
Taking a Stand through Digital Games - An empirical procedure among consciousness, learning and participation
Full Reference List:
1. | Adams, E. and Dormans, J. (2012). Game mechanics: advanced game design. San Francisco: New Riders Publishing. |
2. | Appadurai, A. (1996). Modernity at large. Minneapolis: University of Minnesota Press. |
3. | Aarseth, J. E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press. |
4. | Bamberg, M. (1997). Positioning between structure and performance. Journal of Narrative and Life History, 7, 335-342. |
5. | Bateman, C. and Boon, R. (2006). 21st century game design. Hingham: Charles River Media. |
6. | Bauman, Z. (2000). Liquid Modernity. Cambridge: Polity Press. |
7. | Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge: The MIT Press. |
8. | Brundtland Commission (1987). Report of the world commission on environment and development: our common future. United Nations. Accessed March 13 2013. http://www.un-documents.net/ocf-02.htm. |
9. | Seif El-Nasr, M., Drachen, A. and Canossa, A. (eds.) (2013). Game Analytics. Maximizing the Value of Player Data. London: Springer-Verlag. |
10. | Consalvo, M. (2009). There is no magic circle. Games and Culture, 4(49), 408- 417. |
11. | Crawford, G. and Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26(1), 50-66. |
12. | Crogan, P. (2011). Gameplay Mode: War, Simulation, and Technoculture. Minneapolis: University of Minnesota Press. |
13. | De Blasio, E. and Sorice, M. (2013). Pluralismo Democrazia Media: Rapporto sui principali indicatori internazionali [Pluralism, democracy, media: Report on leading international indicators]. Milan: Fondazione per la sussidiarietà. |
14. | Denzin, N. (2006). Sociological Methods: A Sourcebook (5th ed.). Chicago: Aldine Transaction. |
15. | Di Maggio, P. (1997). Culture and cognition. Annual Review of Sociology, 23(1), 263-287. |
16. | Eco, U. (1984). The Role of the Reader: Explorations in the Semiotics of Texts. Bloomington: Indiana University Press. |
17. | Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263-281. |
18. | Elias, S. G., Garfield, R. and Gutschera, K. R. (2012). Characteristics of games. Cambridge: The MIT Press. |
19. | Ermi, L. and Mäyrä, F. (2011). Fundamental Components of the Gameplay Experience. In DIGAREC Keynote- Lectures 2009/10, edited by S. Günzel, M. Liebe and D. Mersch, 88-115. Potsdam, Germany: University Press. |
20. | Eugeni, E. (2010). Semiotica dei Media [Semiotics of media]. Rome: Carocci. |
21. | Ferrarotti, F. (2010). On the way to «Creative Empathy»: the concept of truth as a social community enterprise in GB Vico’s «New Science». Academicus International Scientific Journal, (2), 10-25. |
22. | Ferdig, R. E. (2014). Education.” In The Routledge Companion to Video Games Studies, edited by B. Perron, and M. Wolf, 317-323. New York, NY: Routledge. |
23. | Fine, G. A. (1979). Small Groups and cultural creation: The idioculture of Little League baseball teams. American Journal of Sociology, 44(5), 733-745. |
24. | Flanagan, M. (2009). Critical play: Radical game design. Cambridge: The MIT Press. |
25. | Frisina, A. (2010). Focus Group: Una Guida Pratica [Focus Group: A practical guide]. Bologna: Il Mulino. |
26. | Fullerton, T. (2008). Game design workshop. A playcentric approach to creating innovative games. Boca Raton: CRC Press. |
27. | Gandolfi, E. (2017). Gaming mirrors at play through ludic data-selves. Academicus International Scientific Journal, (16), 88-104. |
28. | Gauntlett, D. (2007). Creative explorations. London: Routledge. |
29. | Gee, J. P. (2005). Good videogames and good learning. Phi Kappa Phi Forum, 85(2), 33-37. |
30. | Gee, J. P. (2012). An introduction to Discourse analysis: theory and method (3nd ed.). London and New York: Routledge. |
31. | Giddens, A. (1984). The constitution of society. Cambridge: Polity Press. |
32. | Giddens, A. (1991). The consequences of modernity. Stanford: Stanford University Press. |
33. | Goffman, E. (1974). Frame analysis. Boston: Northeastern University. |
34. | Goffman, E. (2003). Espressione e identità [Expression and identity]. Bologna: Il Mulino. |
35. | Griswold, W. (2012). Cultures and Societies in a Changing World (4th ed.). London: Sage. |
36. | Hall, S. (1997). Representation, meaning and language. In Representation: Cultural representations and signifying practices, edited by S. Hall, 13-74. London: Sage. |
37. | Huizinga, J. (1938). Homo Ludens: Proeve Ener Bepaling Van Het Spelelement Der Cultuur [Homo Ludens: A Study of the Play-Element in Culture]. Groningen: Wolters-Noordhoff cop. |
38. | Isbister, K., and Schaffer, N. (eds.) (2008). Game Usability. Burlington: Morgan Kaufmann. |
39. | Isbister, K. (2016). How Games Move Us: Emotion by Design. Cambridge: The MIT Press. |
40. | Jenkins, H., Ford, S. and Green, J. (2013). Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: NYU Press. |
41. | Juul, J. (2005). Half Real. Video Games between Real Rules and Fictional Worlds. Cambridge: The MIT Press. |
42. | Kolb, D. A. (1984). Experiential learning. Englewood Cliffs: Prentice Hall. |
43. | Krzywinska, T., MacCallum-Stewart, E. and Parsler, J. (eds.) (2011). Ring Bearers: The Lord of the Rings Online as Intertextual Narrative. Manchester: Manchester University Press. |
44. | Lazzaro, N. (2004). Why we play games: four keys to more emotion without story. Xeodesign. Accessed April 25 2013. http://www.xeodesign.com/ xeodesign_whyweplaygames.pdf. |
45. | Lim, S., Cha, S. Y., Park, C., Lee I. and Kim, I. (2011). Idioculture in crowd computing: A focus on group interaction in an event-driven social media system. International Journal of Human-Computer Studies, 69(10), 632-646. |
46. | Lecusay, R., Rossen, L. and Cole, M. (2008). Cultural-historical activity theory and the zone of proximal development in the study of idioculture design and implementation. Cognitive Systems Research, 9(1-2), 92-103. |
47. | Mäyrä, F. (2008). An introduction to game studies. London: Sage. |
48. | Montola, M. (2012). On the edge of the magic circle. Understanding roleplaying and pervasive games. PhD diss., University of Tampere. |
49. | Nemeth, C. J. and Staw B. M. (1989). The tradeoffs of social control and innovation in small groups and Organizations. In Advances in experimental social psychology, edited by L. Berkowitz, 175–210. New York: Academic Press. |
50. | Ng, A. K. 2003. A cultural model of creative and conforming behavior. Creativity Research Journal, 15(2-3), 223-233. |
51. | Ricoeur, P. (1990). Soi-mème comme un autre [Oneself as another]. Paris: Les éditions du Seuil. |
52. | Salen, K. and Zimmerman, E. (2004). Rules of Play. Cambridge: The MIT Press. |
53. | Schell, J. (2008). The art of game design: a book of lenses. Boca Raton: CRC Press. |
54. | Sewell, H. W. Jr. 1992. A theory of structure: duality, agency, and transformation. American Journal of Sociology, 98(1), 1-29. |
55. | Silverman, D. (2004). Qualitative research: theory, method and practice. London: Sage. |
56. | Swidler, A. (1986). Culture in action: symbols and strategies. American Sociological Review, 51(2), 273-286. |
57. | Sylvester, T. (2013). Designing games: a guide to engineering experiences. Boston: O’Reilly Media. |
58. | Turner, M. and Fauconnier, G. (2002). The Way We Think: Conceptual Blending and the Mind’s Hidden Complexities. New York: Basic Books. |
59. | Wing, J. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. |
Back to article
Academicus
International Scientific Journal
pISSN 2079-3715
eISSN 2309-1088
Address:
Sheshi i Flamurit, Rruga Muze
Al-9401 Vlorë, Albania
Tel: +355 68 60 60 555
info@academicus.edu.al
https://academicus.edu.al