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Original Articles

Rethinking Game Studies: A case study approach to video game play and identification

Pages 347-361 | Published online: 15 Nov 2012

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Brandon J. Harwood. (2022) The digital brush paints a flourishing world: enacting religion and aesthetic traditions in Ōkami. Journal of Contemporary Religion 37:3, pages 419-434.
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Articles from other publishers (10)

Sercan Şengün, João M. Santos, Joni Salminen, Milica Milenkovic & Bernard J. Jansen. (2023) Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media. Games and Culture.
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Christopher McMahon. 2022. The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames. The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames 145 159 .
David Micallef, Lukas Parker, Linda Brennan, Bruno Schivinski & Michaela Jackson. (2022) Improving the Health of Emerging Adult Gamers—A Scoping Review of Influences. Nutrients 14:11, pages 2226.
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Jonathan Barbara & Mads Haahr. 2022. Interactive Storytelling. Interactive Storytelling 601 615 .
Özge Mirza & Sercan Sengun. 2022. Games and Narrative: Theory and Practice. Games and Narrative: Theory and Practice 249 265 .
Nashwa Elyamany. (2021) Militarized aesthetics of hegemonic masculinity in America’s Army: Proving Grounds (2013): a multimodal legitimation analysis . Visual Communication, pages 147035722096672.
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Ahmed Elmezeny. 2020. Games and Ethics. Games and Ethics 113 128 .
Milan Jaćević. (2019) The Matter at Hand: A Practice-Theoretical Model of Digital Gaming. Replay. The Polish Journal of Game Studies 6:1, pages 7-26.
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Scott Mitchell & Sheryl N Hamilton. (2017) Playing at apocalypse: Reading Plague Inc. in pandemic culture. Convergence: The International Journal of Research into New Media Technologies 24:6, pages 587-606.
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. 2015. The Concise Encyclopedia of Communication. The Concise Encyclopedia of Communication 637 650 .

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