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Player one, playing with others virtually: what’s next in game and player studies

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Nicholas B. Glunt, Rae V. Griffith, Christopher D. Lehman, Hailley M. Fargo, Alexander B. Kinney, Nicholas J. Rowland & Nathan E. Kruis. (2023) The cultural embeddedness of academic books on knowing, feeling, and queering video games. The Information Society 39:2, pages 130-139.
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Bonnie Ruberg, Amanda L. L. Cullen & Kathryn Brewster. (2019) Nothing but a “titty streamer”: legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication 36:5, pages 466-481.
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Shahper Richter & Alexander Richter. (2023) What is novel about the Metaverse?. International Journal of Information Management 73, pages 102684.
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Jeffrey CL Looi, Fiona A Wilkes, Tarun Bastiampillai & Stephen Allison. (2023) Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture. Australasian Psychiatry.
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Nicholas David Bowman, Diana Rieger & Jih-Hsuan Tammy Lin. (2022) Social video gaming and well-being. Current Opinion in Psychology 45, pages 101316.
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Yao Du, Thomas D. Grace, Krithika Jagannath & Katie Salen-Tekinbas. (2021) Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents. Multimodal Technologies and Interaction 5:5, pages 27.
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Evan R. Watts, Kevin Koban & Nicholas D. Bowman. (2021) Digital gaming audiences: Awareness, without closeness. Entertainment Computing 36, pages 100384.
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Guo Freeman & Donghee Yvette Wohn. (2020) Streaming your Identity: Navigating the Presentation of Gender and Sexuality through Live Streaming. Computer Supported Cooperative Work (CSCW) 29:6, pages 795-825.
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Castulus Kolo & Niklas Lüst. (2019) From gamer personality, via motivation, to game choice: Typifying gamers and games based on survey data. Journal of Gaming & Virtual Worlds 11:2, pages 139-159.
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Jih-Hsuan Tammy Lin, Nicholas Bowman, Shu-Fang Lin & Yen-Shen Chen. (2019) Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing 31, pages 100309.
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Jennifer Jenson & Suzanne de Castell. (2018) “The Entrepreneurial Gamer”: Regendering the Order of Play. Games and Culture 13:7, pages 728-746.
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Daniel Gros, Anna Hackenholt, Piotr Zawadzki & Brigitta Wanner. 2018. Social Computing and Social Media. Technologies and Analytics. Social Computing and Social Media. Technologies and Analytics 201 213 .
Mateusz Felczak. (2017) Live Streaming Platforms and the Critical Discourse About Video Games. Replay. The Polish Journal of Game Studies 4:1, pages 19-37.
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