메뉴 건너뛰기




Volumn 33, Issue 1, 2010, Pages 12-23

What games studies can teach us about videogames in the English and Literacy classroom

Author keywords

[No Author keywords available]

Indexed keywords


EID: 85050418807     PISSN: 10381562     EISSN: 18394728     Source Type: Journal    
DOI: 10.1007/BF03651818     Document Type: Article
Times cited : (13)

References (30)
  • 4
    • 84907960307 scopus 로고    scopus 로고
    • Of sins, vices, and pecados: The cultural context of videogame play
    • Capsi D, Samuel-Azran T, (eds), Ben-Gurion University Press/Tzivonim Publishers, Be’er Shiva
    • Apperley, T. (2008). Of sins, vices, and pecados: The cultural context of videogame play. In D. Capsi & T. Samuel-Azran (Eds.). New Media and Innovative Technologies (pp. 240–261). Be’er Shiva: Ben-Gurion University Press/Tzivonim Publishers.
    • (2008) New Media and Innovative Technologies , pp. 240-261
    • Apperley, T.1
  • 6
    • 85083185856 scopus 로고    scopus 로고
    • Hot dates and fairy-tale romances: Studying sexuality in videogames
    • Wolf M. J. P., Perron B, (eds), Routledge, New York
    • Consalvo, M. (2003a). Hot dates and fairy-tale romances: Studying sexuality in videogames. In M. J. P. Wolf & B. Perron (Eds.). The video game theory reader (pp. 171–194). New York: Routledge.
    • (2003) The video game theory reader , pp. 171-194
    • Consalvo, M.1
  • 7
    • 84997941907 scopus 로고    scopus 로고
    • Zelda 64 and videogame fans: A walkthrough of games, intertextuality, and narrative
    • Consalvo, M. (2003b). Zelda 64 and videogame fans: A walkthrough of games, intertextuality, and narrative. Television and New Media 4(3), 321–334. DOI: 10.1177/1527476403253993
    • (2003) Television and New Media , vol.4 , Issue.3 , pp. 321-334
    • Consalvo, M.1
  • 9
    • 85146779731 scopus 로고    scopus 로고
    • Consalvo, M., & Dutton, N. (2006). Game Analysis: Developing a Methodological Toolkit for the Qualitative Study of Games. Game Studies: an International Journal of Computer Game Research 6(1). Retrieved 6 December, 2009, from http://gamestudies.org/0601/articles/consalvo_dutton
    • (2006) Game Studies: an International Journal of Computer Game Research , vol.6 , Issue.1
  • 11
    • 85065027878 scopus 로고    scopus 로고
    • Simulation versus Narrative: Introduction to Ludology
    • Wolf MJP, (ed), Routledge, New York
    • Frasca, G. (2003). Simulation versus Narrative: Introduction to Ludology. In M.J.P. Wolf (Ed.). The Video Game Theory Reader (pp. 221–236). New York: Routledge.
    • (2003) The Video Game Theory Reader , pp. 221-236
    • Frasca, G.1
  • 17
    • 4744348659 scopus 로고    scopus 로고
    • The Art of Contested Spaces
    • King L, (ed), Lawrence King Publishing, London
    • Jenkins, H., & Squire, K. (2002). The Art of Contested Spaces. In L. King, (Ed.). Game On: The History and Culture of Videogames (pp. 64–75). London: Lawrence King Publishing.
    • (2002) Game On: The History and Culture of Videogames , pp. 64-75
    • Jenkins, H.1    Squire, K.2
  • 18
    • 77954735011 scopus 로고    scopus 로고
    • Without a Goal: On Open and Expressive Games
    • Atkins B, Kryzwinska T, (eds), University of Manchester Press, Manchester
    • Juul, J. (2008). Without a Goal: On Open and Expressive Games. In B. Atkins & T. Kryzwinska (Eds.). Videogame, Player, Text (pp. 191–203). Manchester: University of Manchester Press.
    • (2008) Videogame, Player, Text , pp. 191-203
    • Juul, J.1
  • 22
    • 70449591743 scopus 로고    scopus 로고
    • Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft
    • Nakamura, L. (2009). Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft. Critical Studies in Media Communication 26(2), 128–144. DOI: 10.1080/15295030902860252
    • (2009) Critical Studies in Media Communication , vol.26 , Issue.2 , pp. 128-144
    • Nakamura, L.1
  • 24
    • 68949091130 scopus 로고    scopus 로고
    • Gaming literacies: A game design study in action
    • Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Educational Multimedia and Hypermedia 16(3), 301–322.
    • (2007) Journal of Educational Multimedia and Hypermedia , vol.16 , Issue.3 , pp. 301-322
    • Salen, K.1
  • 25
    • 0009884503 scopus 로고    scopus 로고
    • Introduction: A Few Words about Interactivity
    • Smith GM, (ed), New York University Press, New York
    • Smith, G.M. (1999). Introduction: A Few Words about Interactivity. In G.M. Smith (Ed.). On A Silver Platter: CD-ROMs and the Promises of a New Technology (pp. 1–34). New York: New York University Press.
    • (1999) On A Silver Platter: CD-ROMs and the Promises of a New Technology , pp. 1-34
    • Smith, G.M.1
  • 26
    • 62949155458 scopus 로고    scopus 로고
    • Open-ended video games: A model for developing learning in the interactive age
    • Salen K, (ed), MIT Press, Cambridge
    • Squire, K. (2008). Open-ended video games: A model for developing learning in the interactive age. In K. Salen (Ed.). The ecology of games: Connecting youth, games and learning (pp. 167–198). Cambridge: MIT Press.
    • (2008) The ecology of games: Connecting youth, games and learning , pp. 167-198
    • Squire, K.1
  • 28
    • 84907956709 scopus 로고    scopus 로고
    • Gaming Capital: Rethinking Literacy
    • Walsh, C. & Apperley, T. (2009). Gaming Capital: Rethinking Literacy. AARE Australian Association of Research in Education, Brisbane, Australia. Retrieved 18 October, 2009, from http://ocs.sfu.ca/aare/index.php/AARE_2008/AARE/paper/viewFile/101/200
    • (2009) AARE Australian Association of Research in Education
    • Walsh, C.1    Apperley, T.2
  • 29
    • 55349083376 scopus 로고    scopus 로고
    • Harvard University Press, Cambridge
    • Wark, M. (2007). Gamer Theory. Cambridge: Harvard University Press. DOI: 10.4159/9780674044838
    • (2007) Gamer Theory
    • Wark, M.1
  • 30
    • 85145514029 scopus 로고    scopus 로고
    • Gaming literacy: Game design as a model for literacy in the twenty-first century
    • Perron B, Wolf MJP, (eds), Routledge, New York
    • Zimmerman, E. (2009). Gaming literacy: Game design as a model for literacy in the twenty-first century. In B. Perron & M.J.P. Wolf (Eds.). The video game theory reader 2 (pp. 23–31). New York: Routledge.
    • (2009) The video game theory reader 2 , pp. 23-31
    • Zimmerman, E.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.