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Continuum
Journal of Media & Cultural Studies
Volume 28, 2014 - Issue 3: Rethinking media space
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General papers

Interactivity, user-generated content and video game: an ethnographic study of Animal Crossing: Wild World

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Jacqueline Burgess & Christian Jones. (2022) Exploring emergent co-creative narrative in a strategy video game brand. Journal of Media Business Studies 19:3, pages 185-202.
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Articles from other publishers (9)

Lin Song. (2022) Politics of fun and participatory censorship: China’s reception of Animal Crossing: New Horizons . Convergence: The International Journal of Research into New Media Technologies 29:6, pages 1453-1464.
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Cecilia Lazzeretti & Maria Cristina Gatti. (2023) Dialogic interaction between player and non-player characters in animal crossing. Language and Dialogue 13:1, pages 81-102.
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S. Coroller & C. Flinois. (2023) Video games as a tool for ecological learning: the case of Animal Crossing. Ecosphere 14:3.
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Manh-Toan Ho, Thanh-Huyen T. Nguyen, Minh-Hoang Nguyen, Viet-Phuong La & Quan-Hoang Vuong. (2022) Good ethics cannot stop me from exploiting: The good and bad of anthropocentric attitudes in a game environment. Ambio 51:11, pages 2294-2307.
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Katy E. Pearce, Jason C. Yip, Jin Ha Lee, Jesse J. Martinez, Travis W. Windleharth, Arpita Bhattacharya & Qisheng Li. (2021) Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic. Games and Culture 17:5, pages 773-794.
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Tristan Michael Simmons & Sercan Şengün. 2020. Encyclopedia of Computer Graphics and Games. Encyclopedia of Computer Graphics and Games 1 3 .
Jacqueline Burgess & Christian Jones. (2020) Exploring the forced closure of a brand community that is also a participatory culture. European Journal of Marketing 54:5, pages 957-978.
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Xiaodong Li, Chuang Wang, Chen Yang & Bengang Gong. (2017) Understanding service-related UGC: From a need-motive-value perspective. Understanding service-related UGC: From a need-motive-value perspective.
Damien Charrieras & Myrtille Roy-Valex. (2015) Culture de la convergence chez les créatifs de jeux vidéo. Communication:vol. 33/2.
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