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Computer Games and New Media Cultures

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Cover of 'Computer Games and New Media Cultures'

Table of Contents

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    Book Overview
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    Chapter 1 Computer Games and Digital Game Cultures: An Introduction
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    Chapter 2 The Mediality of Computer Games
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    Chapter 3 Computer Games as a Comparative Medium: A Few Cautionary Remarks
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    Chapter 4 “And What Do You Play?”: A Few Considerations Concerning a Genre Theory of Games
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    Chapter 5 Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Games
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    Chapter 6 Computer Games as Works of Art
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    Chapter 7 A Theory of Non-existent Video Games: Semiotic and Video Game Theory
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    Chapter 8 Free Market Economy and Dino Crisis: The Production and Circulation of Knowledge in Strategy Games
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    Chapter 9 The Strange Case of the Misappearance of Sex in Video Games
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    Chapter 10 Growing Game Worlds
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    Chapter 11 Virtual Worlds: Game or Virtual Society?
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    Chapter 12 MMO Morality
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    Chapter 13 Inside and Outside the Game
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    Chapter 14 Egoshooting in Chernobyl: Identity and Subject(s) in the S.T.A.L.K.E.R. Games
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    Chapter 15 Personality Development Through Immersion into Intermediate Areas of Digital Role-Playing Games
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    Chapter 16 Symbolic Interaction in Digital Games: Theoretical Reflections on Dimensions of Meaning Construction in Digital Gameplay
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    Chapter 17 Playing by the Visual Rules: An Ecological Approach to Perception and Video Games
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    Chapter 18 The Effect of Authentic Input Devices on Computer Game Immersion
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    Chapter 19 Digital Games in the Context of Adolescent Media Behavior
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    Chapter 20 Online Games: Modern Media Worlds of Young People
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    Chapter 21 Playing Together: The Player’s Repertoire, an Obstacle to Learning
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    Chapter 22 The Right Game: Video Game Choice of Children and Adolescents
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    Chapter 23 The Challenge of Measuring the Use of Computer Games
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    Chapter 24 A Critical Interpretation of a New “Creative Industry” in Turkey: Game Studios and the Production of a Value Chain
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    Chapter 25 Mergence of Spaces: MMORPG User-Practice and Everyday Life
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    Chapter 26 Interpretation, Conflict and Instruction in Online Multiplayer Games: Lessons from Warsong Gulch
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    Chapter 27 ‘Pity There’s So Few Girls!’ Attitudes to Female Participation in a Swedish Gaming Context
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    Chapter 28 The Gender-Offensive: Female Gaming Cultures Between Shooters and Marketing
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    Chapter 29 Playing Computer Games as Social Interaction: An Analysis of LAN Parties
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    Chapter 30 Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field
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    Chapter 31 Machinima Filmmaking as Culture in Practice: Dialogical Processes of Remix
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    Chapter 32 Modding as Part of Game Culture
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    Chapter 33 Digital Game Culture(s) as Prototype(s) of Mediatization and Commercialization of Society: The World Cyber Games 2008 in Cologne as an Example
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    Chapter 34 Social Interactions in Virtual Worlds: Patterns and Profiles of Tween Relationship Play
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    Chapter 35 The Instructional Design and Motivational Mechanisms of World of Warcraft
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    Chapter 36 Learning Through Play – A Delicate Matter: Experience-Based Recursive Learning in Computer Games
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    Chapter 37 Learning Instruments: Baroque Music Gets Game
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    Chapter 38 Using Simulations as a Starting Point for Constructing Meaningful Learning Games
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    Chapter 39 School-Related Computer Game Pedagogy: Core Subjects and Tasks
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    Chapter 40 Learning to Play: Video Game Literacy in the Classroom
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    Chapter 41 Digital Games and Media Education in the Classroom: Exploring Concepts, Practices, and Constraints
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    Chapter 42 Why a Game Canon for Game Studies Education Is Wrong
Attention for Chapter 30: Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field
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Chapter title
Playing Computer Games as Electronic Sport: In Search of a Theoretical Framework for a New Research Field
Chapter number 30
Book title
Computer Games and New Media Cultures
Published by
Springer Netherlands, March 2012
DOI 10.1007/978-94-007-2777-9_30
Book ISBNs
978-9-40-072776-2, 978-9-40-072777-9
Authors

Tanja Adamus

Editors

Johannes Fromme, Alexander Unger

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 63 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 63 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 14 22%
Student > Bachelor 11 17%
Student > Ph. D. Student 9 14%
Researcher 4 6%
Professor > Associate Professor 2 3%
Other 2 3%
Unknown 21 33%
Readers by discipline Count As %
Sports and Recreations 7 11%
Social Sciences 6 10%
Business, Management and Accounting 5 8%
Economics, Econometrics and Finance 4 6%
Computer Science 3 5%
Other 15 24%
Unknown 23 37%