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Original Articles

Productive Players: Online Computer Games' Challenge to Conventional Media Forms

Pages 37-51 | Published online: 07 Aug 2006

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Read on this site (6)

Limukani Mathe. (2023) Women’s political participation in Zimbabwe: play and content creation on Twitter. Information, Communication & Society 26:13, pages 2598-2613.
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Piotr Siuda. (2021) Sports gamers practices as a form of subversiveness – the example of the FIFA ultimate team. Critical Studies in Media Communication 38:1, pages 75-89.
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R.M. Milner. (2010) NEGOTIATING TEXT INTEGRITY. Information, Communication & Society 13:5, pages 722-746.
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Mike Schmierbach. (2009) Content Analysis of Video Games: Challenges and Potential Solutions. Communication Methods and Measures 3:3, pages 147-172.
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Christina Spurgeon. (2005) Losers and Lovers. Journal of Interactive Advertising 5:2, pages 47-55.
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Articles from other publishers (9)

Matthew M. Chew. (2022) The Significance and Complexities of Anti-Corporate Gamer Activism: Struggles Against the Exploitation and Control of Game-Worlds in 2000s China. Games and Culture 17:4, pages 487-508.
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Meera Kapoor. 2022. Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms. Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms 249 275 .
Aleena Chia. (2020) Productive leisure in post-Fordist fandom. Journal of Fandom Studies, The 8:1, pages 47-63.
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Qiaolei JiangQiaolei Jiang. 2019. Internet Addiction Among Cyberkids in China: Risk Factors and Intervention Strategies. Internet Addiction Among Cyberkids in China: Risk Factors and Intervention Strategies 31 44 .
Alison Harvey & Tamara Shepherd. (2016) When passion isn’t enough: gender, affect and credibility in digital games design. International Journal of Cultural Studies 20:5, pages 492-508.
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Hanna Wirman. (2013) Playing by Doing and Players’ Localization of The Sims 2 . Television & New Media 15:1, pages 58-67.
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Bryan G Behrenshausen. (2012) The active audience, again: Player-centric game studies and the problem of binarism. New Media & Society 15:6, pages 872-889.
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John Banks & Jason Potts. (2010) Towards a cultural science of videogames: evolutionary social learning. Cultural Science Journal 3:1.
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Yong Cao & John D.H. Downing. (2008) The realities of virtual play: video games and their industry in China. Media, Culture & Society 30:4, pages 515-529.
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