Jane McGonigal
A REAL LITTLE GAME: THE PINOCCHIO EFFECT IN PERVASIVE PLAY
M gaming reality, immersive games, performance studies, Pervasive play
A REAL LITTLE GAME: THE PINOCCHIO EFFECT IN PERVASIVE PLAY
EXPRESSIVE AI: GAMES AND ARTIFICIAL INTELLIGENCE
B, K, M content analysis, film analysis, narrative, Representation, style
The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives
M, T Learning games, Mathematics., participatory design
Participatory design and opposing interests in development of educational computer games
D, M, N, R culture, decision making, game aesthetics, game composition, GENDER, intuition, logistics of perception, psychology of engagement, real world psychology and game worlds, Research methodology, synthesis of factors
CONDITIONS OF ENGAGEMENT IN GAME SIMULATION: CONTEXTS OF GENDER, CULTURE AND AGE
M Backstory, Computer game, game theory, narrative, semiosis
THE ATTACK OF THE BACKSTORIES (AND WHY THEY WON’T WIN)
Volume: 2 ISBN / ISNN: ISSN 2342-9666
M brand placement, consumption, DIGITAL GAMES, Marketing
ENCOUNTERS WITH CONSUMPTION DURING COMPUTER-MEDIATED PLAY: THE DEVELOPMENT OF DIGITAL GAMES AS MARKETING COMMUNICATION MEDIA
Volume: 2 ISBN / ISNN: ISSN 2342-9666
M co-creative media”, Counter-Strike, first-person shooter, Game development, gaming culture, Half-Life, mod scene, MULTIPLAYER, ONLINE GAMES, Quake
WADS, BOTS AND MODS: MULTIPLAYER FPS GAMES AS CO-CREATIVE MEDIA
Volume: 2ISBN / ISNN: ISSN 2342-9666
K, M classroom, Computer Games, GameCube, PC, Playstation, PS2, school, Video Games, Xbox
USE OF COMPUTER AND VIDEO GAMES IN THE CLASSROOM
Volume: 2 ISBN / ISNN: ISSN 2342-9666
K, M avatar, avatar design, Computer game, multi-player, Non-verbal communication