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Game Play : Paratextuality in Contemporary Board Games [1-62892-743-7; 1-62892-742-9] Booth, Paul

år:2015
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Användare som var intresserade av denna artikel tittade även på följande:
  1. Laiti, H. Sustaining intangible heritage through video game storytelling - the case of the Sami Game Jam. International journal of heritage studies. ahead-of-print.ahead-of-print: 1-16. Länk till SFX för denna post
  2. Andreoli, R. A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage. Journal on computing and cultural heritage. 11.1: 1-22. Länk till SFX för denna post
  3. Tilley, A. Ludus Latrunculorum. The Classical Review 6.8 (1892): 335-336. Länk till SFX för denna post
  4. Worth, Narnia C. Personality and behavior in a massively multiplayer online role-playing game. Computers in human behavior 38 (2014): 322-330. Länk till SFX för denna post
  5. Perreault, Mildred F. What Does it Mean to be a Female Character in “Indie” Game Storytelling? Narrative Framing and Humanization in Independently Developed Video Games. Games and culture. 17.2: 155541202110262-261. Länk till SFX för denna post
  6. Haggis, M. Creator’s discussion of the growing focus on, and potential of, storytelling in video game design. Persona studies 2.1 (2016): 20-25. Länk till SFX för denna post
  7. Hasan, Y. Violent Video Games Stress People Out and Make Them More Aggressive. Aggressive behavior 39.1 (2012): 64-70. Länk till SFX för denna post
  8. Billieux, J. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in human behavior 29.1 (2012): 103-109. Länk till SFX för denna post
  9. CHANG, Y. THE INFLUENCE OF SERVICE QUALITY ON GAMER LOYALTY IN MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAMES. Social behavior and personality 39.10 (2011): 1297-1302. Länk till SFX för denna post
  10. Zhong, Z. The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers' online and offline social capital. Computers in human behavior 27.6 (2011): 2352-2363. Länk till SFX för denna post
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