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Volumn , Issue , 2010, Pages 29-37

Explorations in player motivations: Game mods

Author keywords

Gameplay experience; Gaming mods; Human factors; Player motivations; Player psychology

Indexed keywords

HUMAN ENGINEERING; INTERACTIVE COMPUTER GRAPHICS; MOTIVATION;

EID: 84922562056     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (8)

References (18)
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    • Brand, J.E.1    Knight, S.J.2    Majewski, J.3
  • 2
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    • An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior
    • Dietz, T. L. 1998. "An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior". Sex Roles, 38, 425-442.
    • (1998) Sex Roles , vol.38 , pp. 425-442
    • Dietz, T.L.1
  • 6
    • 84901509616 scopus 로고    scopus 로고
    • Keeping abreast of hypersexuality: A video game character content analysis
    • New York
    • Downs, E. and Smith, S. 2005. Keeping abreast of hypersexuality: A video game character content analysis. Paper presented at the 55 th International Communication Association, New York.
    • (2005) The 55 Th International Communication Association
    • Downs, E.1    Smith, S.2
  • 9
    • 21344493768 scopus 로고
    • Mediated messages: Gender, class, and cosmos in home video games
    • Gailey, B. 1993. "Mediated messages: Gender, class, and cosmos in home video games". Journal of Popular Culture, 27, 81-97.
    • (1993) Journal of Popular Culture , vol.27 , pp. 81-97
    • Gailey, B.1
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    • The Lara phenomenon: Powerful female characters in video games
    • Jansz, J. and Martis, R. G. 2007. The Lara phenomenon: Powerful female characters in video games. Sex Roles, 56, p. 141-148.
    • (2007) Sex Roles , vol.56 , pp. 141-148
    • Jansz, J.1    Martis, R.G.2
  • 12
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    • Precarious playbour: Modders and the digital games industry
    • accessed January 23, 2009
    • Kücklich, J. 2005. "Precarious Playbour: Modders and the Digital Games Industry". Fibreculture Journal, 5. http://www.journal.fibreculture.org/issue5/kucklich.html (accessed January 23, 2009).
    • (2005) Fibreculture Journal , pp. 5
    • Kücklich, J.1
  • 15
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    • Am I mod or not? - An analysis of first person shooter modification culture
    • Hypermedia Laboratory, University of Tampere
    • Nieborg, D. B. 2005. "Am I Mod or Not? - an Analysis of First Person Shooter Modification Culture". Paper presented at Creative Gamers Seminar - Exploring Participatory Culture in Gaming. Hypermedia Laboratory, University of Tampere.
    • (2005) Creative Gamers Seminar - Exploring Participatory Culture in Gaming
    • Nieborg, D.B.1
  • 17
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    • Computer game modding, intermediality, and participatory culture
    • accessed December 16, 2008
    • Sotamaa, O. 2003. "Computer game modding, intermediality, and participatory culture". Presented at New Media? New Theories? New Methods? Innovating Media and Communication Research. http://old. imv. au.dk/eng/academic/pdf-files/Sotamaa.pdf (accessed December 16, 2008).
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  • 18
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    • Violence and the political life of video games
    • 2002, L. King Ed.. London, UK: Barbican
    • Thompson, C. 2002. Violence and the political life of video games. In Game on: The history and culture of videogames, 2002, L. King (Ed.). London, UK: Barbican. 22-32.
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.