5,243
Views
13
CrossRef citations to date
0
Altmetric
Original Articles

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

Pages 347-361 | Published online: 15 Nov 2012

References

  • Allor, M. (1988). Relocating the site of the audience. Critical Studies in Mass Communication, 5, 217–233.
  • Barton, M.D. (2004, March 17). Gay characters in video games. Armchair Arcade. Retrieved from http://www.armchairarcade.com/aamain/content.php?article.27
  • Basil, M.D. (1996). Identification as a mediator of celebrity effects. Journal of Broadcasting and Electronic Media, 40, 478–495.
  • Bird, S.E. (2003). The audience and everyday life: Living in a media world. New York, NY: Routledge.
  • Butler, J. (2004). Precarious life:The powers of mourning and violence. London: Verso.
  • Caughey, J.L. (1994). Gina as Steven: The social and cultural dimensions of a media relationship. Visual Anthropology Review, 10(1), 126–135.
  • Chee, F., Vieta, M., & Smith, R. (2006). Online gaming and the interactional self. J.P. Williams, S.Q. Hendricks, & W.K. Winkler (Eds.), Gaming as culture: Essays on reality, identity, and experience in fantasy games (pp. 154–174). Jefferson, NC: McFarland.
  • Cohen, J. (1991). The ‘relevance’ of cultural identity in audiences' interpretations of mass media. Critical Studies in Mass Communication, 8, 442–454.
  • Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication and Society, 4(3), 245–264.
  • Consalvo, M. (2009, April 26–30). Hardcore casual: Game culture return(s) to Ravenhearst. Paper presented at the 4th International Conference on Foundations of Digital Games, Port Canaveral FL.
  • Couldry, N. (2000). Inside culture: Re-imagining the method of cultural studies. London: Sage.
  • Couldry, N. (2004). Theorising media as practice. Social Semiotics, 14(2), 115–132.
  • Crawford, G., & Rutter, J. (1997). Playing the game: Performance in digital game audiences. In J. Gray, C. Sandvoss, & C.L. Harrington (Eds.), Fandom: Identities and communities in a mediated world. New York: New York University Press.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
  • de Mul, J. (2006). The game of life: Narrative and ludic identity formation in computer games. In J. Raessens, & J. Goldstein (Eds.), Handbook of computer game studies (pp. 251–266). Cambridge, MA: MIT Press.
  • Filiciak, M. (2003). Hyperidentities: Postmodern identity patterns in massively multiplayer online role-playing games. In M.J.P. Wolf, & B. Perron (Eds.), The video game theory reader (pp. 87–102). New York, NY: Routledge.
  • Fisherkiller, J. (1997). Everday learning about identities among young adolescents in television culture. Anthropology and Education Quarterly, 28(4), 467–492.
  • Garrelts, N. (2006). The meaning and culture of grand theft auto: Critical essays. Jefferson, NC: McFarland.
  • Gee, J.P. (2003). What video games have to teach us about learning and literacy (1st ed). New York, NY: Palgrave Macmillan.
  • Griffiths, A. (1996). Ethnography and the politics of audience research. In P.I. Crawford, & S.B. Hafsteinsson (Eds.), The construction of the view. Hojbjerg, Denmark: Intervention Press.
  • Halter, E. (2006). From Sun Tzu to XBox: War and video games. New York, NY: Thunder's Mouth Press.
  • Hammersley, M., & Atkinson, P. (1995). Ethnography: Principles in practice (2nd ed.). New York, NY: Routledge.
  • Hayes, E. (2007). Gendered identities at play: Case studies of two women playing Morrowind. Games and Culture, 2(1), 23–48.
  • Hoffner, C., & Buchanan, M. (2005). Young adults' wishful identification with television characters: The role of perceived similarity and character attributes. Media Psychology, 7, 325–351.
  • Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York: New York University Press.
  • Juul, J. (2010). A casual revolution: Reinventing video games and their players. Cambridge, MA: MIT Press.
  • Katz, E., Blumer, J.G., & Gurevitch, M. (1973–1974). Uses and gratifications research. The Public Opinion Quarterly, 37(4), 509–523.
  • Kerr, A. (2006). The business and culture of digital games: Gamework/gameplay. London: Sage.
  • King, G., & Krzywinska, T. (2006). Tomb Raiders & Space Invaders: Videogame forms & Contexts. New York, NY: I.B. Tauris.
  • Kline, S., Dyer-Witheford, N., & De Peuter, G. (2003). Digital play: The interaction of technology, culture and marketing. Montréal: McGill-Queen's University Press.
  • Langness, L.L., & Frank, G. (1965). Lives: An anthropological approach to biography. Novato, CA: Chandler and Sharp.
  • Lucas, K., & Sherry, J.L. (2004). Sex differences in video game play: A communication-based explanation. Communication Research, 31, 499–523.
  • McCloud, S. (1993). Understanding comics: The invisible art. Northampton, MA: Kitchen Sink.
  • McMahan, A. (2003). Immersion, engagement and presence: A method for analyzing 3-D video games. In M.J.P. Wolf, & B. Perron (Eds.), The video game theory reader. New York, NY: Routledge.
  • Mortensen, T.E. (2007). Mutual fantasy online: Playing with people. In J.P. Williams, & J.H. Smith (Eds.), The players' realm: Studies on the culture of video games and gaming. Jefferson, NC: McFarland.
  • Murphy, S.C. (2004). ‘Live in your world, play in ours’: The spaces of video game identity. Journal of Visual Culture, 3, 223–238.
  • Newman, J. (2002). The myth of the ergodic videogame: Some thoughts on player-character relationships in videogames. Game Studies, 2(1). Retrieved 2 July 2012 from http://www.gamestudies.org/0102/newman/
  • Radway, J. (1988). Reception study: Ethnography and the problems of dispersed audiences and nomadic subjects. Cultural Studies, 2(3), 359–376.
  • Radway, J. (2003). Reading the romance: Women, patriarchy and popular literature. In W. Brooker, & D. Jermyn (Eds.), The audience studies reader (pp. 219–225). New York, NY: Routledge.
  • Rehak, B. (2003). Playing at being: Psychoanalysis and the avatar. In M.J.P. Wolf, & B. Perron (Eds.), The video game theory reader (pp. 103–127). New York, NY: Routledge.
  • Roper, C. (2006, September 15). Okami review. Retrieved from http://ps2.ign.com/articles/733/733122p1.html
  • Royse, P., Lee, J., Undrahbuyan, B., Hopson, M., & Consalvo, M. (2007). Women and games: Technologies of the gendered self. New Media & Society, 9, 555–576.
  • Schott, G.R., & Horrell, K.R. (2000). Girl gamers and their relationship with the gaming culture. The International Journal of Research into New Media Technologies, 6(4), 36–53.
  • Sulic, I. (2004, September 16). Katamari Damacy: Happiness in a box. IGN. Retrieved from http://ps2.ign.com/articles/548/548201p1.html
  • Taylor, T.L. (2006). Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press.
  • Williams, D. (2006). Why game studies now? Gamers don't bowl alone. Games and Culture, 1(1), 13–16. 10.1177/1555412005281403.
  • Williams, J.P., Hendricks, S.Q., & Winkler, W.K. (2006). Gaming as culture: Essays on reality, identity and experience in fantasy games. Jefferson, NC: McFarland.
  • Wolf, M.J.P. (2001). Introduction. In M.J.P. Wolf (Ed.), The Medium of the video game (pp. 1–10). Austin: University of Texas Press.
  • Yee, N. (2001). The Norranthian scrolls: A study of EverQuest, 2005. Retrieved from http://www.nickyee.com/eqt/report.html

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.