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Volumn 21, Issue 4, 1990, Pages 375-396

A Q-study of game player aesthetics

Author keywords

aesthetics; computer games; game players; games; Q methodology; video games

Indexed keywords


EID: 84970206468     PISSN: 10468781     EISSN: 1552826X     Source Type: Journal    
DOI: 10.1177/104687819002100403     Document Type: Article
Times cited : (25)

References (18)
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  • 2
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  • 4
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    • Videogames, television violence, and aggression in teenagers
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  • 5
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    • Effect of playing a video game on a measure of spatial visualization
    • Dorval, M., & Pepin, M. (1986). Effect of playing a video game on a measure of spatial visualization. Perceptual Motor Skills, 62, 159-162.
    • (1986) Perceptual Motor Skills , vol.62 , pp. 159-162
    • Dorval, M.1    Pepin, M.2
  • 6
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    • Video arcades, youth, and trouble
    • Ellis, D. (1984). Video arcades, youth, and trouble. Youth & Society, 16, 47-65.
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    • Ellis, D.1
  • 8
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    • What makes computer games fun?
    • December).
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  • 9
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  • 10
    • 0004221273 scopus 로고
    • (Sage University Press series on Quantitative Applications in the Social Sciences No. 07-006). Newbury Park, CA: Sage
    • McKeown, B., & Thomas, D. (1988). Q methodology (Sage University Press series on Quantitative Applications in the Social Sciences No. 07-006). Newbury Park, CA: Sage.
    • (1988) Q methodology
    • McKeown, B.1    Thomas, D.2
  • 11
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    • The patterns of player-game relationships: A study of computer game players
    • Myers, D. (1984). The patterns of player-game relationships: A study of computer game players. Simulation & Games, 15, 159-185.
    • (1984) Simulation & Games , vol.15 , pp. 159-185
    • Myers, D.1
  • 12
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    • Interactive Fiction
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  • 13
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    • Social science research on video games
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  • 14
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    • Playing video games: The electronic friend
    • Selnow, G. W. (1984). Playing video games: The electronic friend. Journal of Communication, 34(2), 148-156.
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  • 18
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    • Electronic Leisure: Video game usage and the communication climate of video arcades
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    • Wigand, R. T., Borstelmann, S. E., & Boster, F. J. (1986). Electronic Leisure: Video game usage and the communication climate of video arcades. In M. L. McLaughlin (Ed.), Mass Communication Yearbook (Vol. 6, pp. 275-293). Newbury Park, CA: Sage.
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.