Theories and Methods of Computer Game Studies
Edited By Benjamin Bigl and Sebastian Stoppe
CHAPTER 3: GAMES SPACES
CLAUS WOHLGEMUTH 202 Gackenbach, J.I. (2008). Video game play and consciousness development: A transpersonal perspective. Journal of Transpersonal Psychology, 40(1), 60-87. Griffiths, M. D. & Ortiz de Gortari, A.B. (2011). An Introduction to Game Transfer Phenomena in Video game playing. In J. Gackenbach (Ed.) Video Game Play and Consciousness. New York: Nova Science. Huizinga, J. (1938). Homo Ludens: Vom Ursprung der Kultur im Spiel. Hamburg: Rowohlt (21st edition). Jørgensen, K. (2009). „I’m overburdened!“ An Empirical Study of the Player, the Avatar, and the Gameworld. In Proceedings from DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Brunel University, London, UK. (Retrieved March 1st, 2012). Klevjer, R. (2007). What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Ph.D. Dissertation. Department of Information Science and Media Studies, University of Bergen. (Retrieved March 6th, 2012). Linderoth, J. (2005). Animated game pieces, Avatars as roles, tools and props. Paper presented at the Aesthetics of Play Conference, University of Bergen, Norway. (Retrieved March 9th , 2012). Lynch, M.F., Murayama, K., Przybylski, A.K., Ryan, R.M. & Weinstein, N. (2011). The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be. Psychological Science 23 (69), 1-8. Yee, N. & Bailenson, J. (2007). The Proteus Effect: The effect of transformed self- representation on behavior. Human Communication Research, 33(3), 271-290. Literature for quick access Courtois, C., de Marez, L., de Vocht, M. & van Looy, J. (2012). Player iden- tification in online games: Validation of a Scale for...
You are not authenticated to view the full text of this chapter or article.
This site requires a subscription or purchase to access the full text of books or journals.
Do you have any questions? Contact us.Or login to access all content.