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Volumn 1, Issue 1, 2006, Pages 52-57

Playful identities, or the ludification of culture

Author keywords

Identity; Ludology; Narratology; Play

Indexed keywords


EID: 34548379417     PISSN: 15554120     EISSN: 15554139     Source Type: Journal    
DOI: 10.1177/1555412005281779     Document Type: Article
Times cited : (151)

References (15)
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    • The game of life: Narrative and ludic identity formation in computer games
    • J. Raessens & J. Goldstein Eds, Cambridge, MA: MIT Press
    • de MuI, J. (2005). The game of life: Narrative and ludic identity formation in computer games. In J. Raessens & J. Goldstein (Eds. ), Handbook of computer game studies (pp. 251-266). Cambridge, MA: MIT Press.
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    • De Mui, J.1
  • 6
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    • User behavior and technology design - Shaping sustainable relations between consumers and technologies in press, P. P. Verbeek & A. Slob Eds, Dordrecht, the Netherlands: Kluwer
    • Frissen, V, & Van Lieshout, M. (in press). ICT and everyday life: The role of the user. In P. P. Verbeek & A. Slob (Eds. ), User behavior and technology design - Shaping sustainable relations between consumers and technologies. Dordrecht, the Netherlands: Kluwer.
    • ICT and Everyday Life: The Role of the User
    • Frissen, V.1    Van Lieshout, M.2
  • 8
    • 14544277666 scopus 로고    scopus 로고
    • Interactive audiences?
    • D. Harries Ed, London: BFI
    • Jenkins, H. (2002). Interactive audiences? In D. Harries (Ed. ), The new media book (pp. 157-170). London: BFI.
    • (2002) The New Media Book , pp. 157-170
    • Jenkins, H.1
  • 9
    • 61049419045 scopus 로고    scopus 로고
    • Games telling stories?
    • J. Raessens & J. Goldstein Eds, Cambridge, MA: MIT Press
    • Juul, J. (2005). Games telling stories? In J. Raessens & J. Goldstein (Eds. ), Handbook of computer game studies (pp. 219-226). Cambridge, MA: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 219-226
    • Juul, J.1
  • 11
    • 35948995497 scopus 로고    scopus 로고
    • Computer games as participatory media culture
    • J. Raessens & J. Goldstein Eds, Cambridge, MA: MIT Press
    • Raessens, J. (2005). Computer games as participatory media culture. In J. Raessens & J. Goldstein (Eds. ), Handbook of computer game studies (pp. 373-388). Cambridge, MA: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 373-388
    • Raessens, J.1
  • 12
    • 33646178966 scopus 로고    scopus 로고
    • Raessens, J, & Goldstein, J, Eds, Cambridge, MA: MIT Press
    • Raessens, J. , & Goldstein, J. (Eds. ). (2005). Handbook of computer game studies. Cambridge, MA: MIT Press
    • (2005) Handbook of Computer Game Studies
  • 13
    • 61049525058 scopus 로고    scopus 로고
    • Renaissance now! the gamers' perspective
    • J. Raessens & J. Goldstein Eds, Cambridge, MA: MIT Press
    • Rushkoff, D. (2005). Renaissance now! The gamers' perspective. In J. Raessens & J. Goldstein (Eds. ), Handbook of computer game studies (pp. 415-421). Cambridge, MA: MIT Press.
    • (2005) Handbook of Computer Game Studies , pp. 415-421
    • Rushkoff, D.1
  • 14
    • 84917004108 scopus 로고    scopus 로고
    • The Internet playground
    • J. Goldstein, D. Buckingham, & G. Brougère Eds, Mahwah, NJ: Lawrence Erlbaum
    • Seiter, E. (2004). The Internet playground. In J. Goldstein, D. Buckingham, & G. Brougère (Eds. ), Toys, games, and media (pp. 93-108). Mahwah, NJ: Lawrence Erlbaum.
    • (2004) Toys, Games, and Media , pp. 93-108
    • Seiter, E.1
  • 15
    • 84870119189 scopus 로고    scopus 로고
    • Die Grenzen der Wirklichkeitsauflösung [The limits of the dissolution of reality]
    • G. Vattimo & W. Welsch Eds, München, Germany: Wilhelm Fink Verlag
    • Vattimo, G. (1998). Die Grenzen der Wirklichkeitsauflösung [The limits of the dissolution of reality]. In G. Vattimo & W. Welsch (Eds. ), Medien-Welten Wirklichkeiten (pp. 15-26). München, Germany: Wilhelm Fink Verlag.
    • (1998) Medien-Welten Wirklichkeiten , pp. 15-26
    • Vattimo, G.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.