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Original Articles

Gender dynamics and the social and spatial organization of computer gaming

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Pages 1-15 | Published online: 01 Dec 2010

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Read on this site (31)

Ana Cecilia Reyes Uribe & Simón Carlos González Flores. (2023) The seriousness of massive multiplayer online games: the case of Star Wars Galaxy of Heroes. Leisure Studies 42:4, pages 483-496.
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Serkan Uzunogullari. (2023) Armchair travel through video games: stories from elsewheres and elsewhens. Leisure Studies 42:1, pages 133-146.
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Bertan Buyukozturk & Heather Shay. (2022) Social Play? The Critical Role of Social Interaction in Geeky Games. Leisure Sciences 0:0, pages 1-20.
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Hanhan Xue, Joshua I. Newman & James Du. (2019) Narratives, identity and community in esports. Leisure Studies 38:6, pages 845-861.
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Kelly Bergstrom. (2019) Barriers to play: accounting for non-participation in digital game play. Feminist Media Studies 19:6, pages 841-857.
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Eric K. Layland, Garrett A. Stone, J. Tom Mueller & Camilla J. Hodge. (2018) Injustice in Mobile Leisure: A Conceptual Exploration of Pokémon Go. Leisure Sciences 40:4, pages 288-306.
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Lotte Vermeulen & Jan Van Looy. (2016) “I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players. Journal of Broadcasting & Electronic Media 60:2, pages 286-304.
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Sian Tomkinson & Tauel Harper. (2015) The position of women in video game culture: Perez and Day's Twitter Incident. Continuum 29:4, pages 617-634.
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Wilfried Admiraal, Jantina Huizenga, Irma Heemskerk, Els Kuiper, Monique Volman & Geert ten Dam. (2014) Gender-inclusive game-based learning in secondary education. International Journal of Inclusive Education 18:11, pages 1208-1218.
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Marissa Dean & Karen Ann Joe Laidler. (2014) Leveling the playing field through Facebook: how females construct online playspaces. Journal of Youth Studies 17:1, pages 113-129.
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Erwei Dong, Lin Zhang, Jaeyeon Choe & Steve Pugh. (2013) Rugby Union among middle-aged American men: an exploration. Leisure Studies 32:2, pages 219-228.
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Anastasia Salter & Bridget Blodgett. (2012) Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public. Journal of Broadcasting & Electronic Media 56:3, pages 401-416.
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James Gould, Dewayne Moore, NancyJ. Karlin, DianeB. Gaede, Joseph Walker & AndyR. Dotterweich. (2011) Measuring Serious Leisure in Chess: Model Confirmation and Method Bias. Leisure Sciences 33:4, pages 332-340.
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Steven Downing. (2009) Attitudinal and Behavioral Pathways of Deviance in Online Gaming. Deviant Behavior 30:3, pages 293-320.
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Garry Crawford. (2008) ‘It's in the game’: sport fans, film and digital gaming. Sport in Society 11:2-3, pages 130-145.
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James Gould, DeWayne Moore, Francis McGuire & Robert Stebbins. (2008) Development of the Serious Leisure Inventory and Measure. Journal of Leisure Research 40:1, pages 47-68.
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FernM. Delamere & SusanM. Shaw. (2008) “They see it as a guy's game”: The politics of gender in digital games. Leisure/Loisir 32:2, pages 279-302.
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Karla A. Henderson & Benjamin Hickerson. (2007) Women and Leisure: Premises and Performances Uncovered in an Integrative Review. Journal of Leisure Research 39:4, pages 591-610.
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Catherine Beavis & Claire Charles. (2007) Would the ‘real’ girl gamer please stand up? Gender, LAN cafés and the reformulation of the ‘girl’ gamer. Gender and Education 19:6, pages 691-705.
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Garry Crawford. (2006) The cult of Champ Man: the culture and pleasures of Championship Manager/Football Manager gamers. Information, Communication & Society 9:4, pages 496-514.
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Garry Crawford. (2005) Digital Gaming, Sport and Gender. Leisure Studies 24:3, pages 259-270.
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Fang Wan & Seounmi Youn. (2004) Motivations to Regulate Online Gambling and Violent Game Sites. Journal of Interactive Advertising 5:1, pages 46-59.
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Milad Khodadadian, Rasool Norouzi Seyed Hossini & Marjan Saffari. Examining leisure constraints and motivations within the psychological continuum model: a study among recreational video gamers. Leisure Studies 0:0, pages 1-21.
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