Title | Date | Reference | Authors | Call # | ISSN | ||
---|---|---|---|---|---|---|---|
Nationalized anti-feminism: a collusion between nationalism and gender-equal sexism | 2024 | European journal of cultural studies 27 (5): 819-35 | H6/KF [EUROPEAN-] | 1367-5494 | |||
How time flows making games: an ethnographic analysis of experiences of temporality in an indie videogame studio | 2024 | European journal of cultural studies 27 (6): 1176-93 | H6/KF [EUROPEAN-] | 1367-5494 | |||
Indigenous representation in video games | 2024 | Cultural Survival quarterly 48 (1): 16-17 | H6/KD [CULTURAL-] | 0740-3291 | |||
'Even if the algorithm is a terrible workmate, you just need to learn to live with it': perceptions of data analytics among game industry professionals | 2024 | European journal of cultural studies 27 (4): 558-76 | H6/KF [EUROPEAN-] | 1367-5494 | |||
Researching the digital economy and the creative economy: free gaming shards and commercialised making at the intersection of digitality and creativity | 2023 | European journal of cultural studies 26 (3): 354-70 | H6/KF [EUROPEAN-] | 1367-5494 | |||
The digital brush paints a flourishing world: enacting religion and aesthetic traditions in Ōkami | 2022 | Journal of contemporary religion 37 (3): 419-34 | H6/KFO [JOURNAL-] | 1353-7903 | |||
Indian gaming zones as oppositional subculture: a norm incongruity 'cultural dissonance' approach to internet gaming pleasure and distress | 2021 | Current anthropology 62 (6): 771-97 | H6 [CURRENT-] | 1537-5382 | |||
The missing producer: rethinking indie cultural production in terms of entrepreneurship, relational labour, and sustainability | 2021 | European journal of cultural studies 24 (2): 606-27 | H6/KF [EUROPEAN-] | 1367-5494 | |||
Verspielte Grenzen des Digitalen: Relationalität und Verhandlung gamifizierter Räume in Wiener Jugendvereinen | 2019 | Mitteilungen der anthropologischen Gesellschaft in Wien 149 (): 177-93 | H6 [ANTHROPOLOGISCHE GESELLSCHAFT IN WIEN. Mitteilungen-] | 0066-4693 | |||
Playing the Other: role-playing religion in videogames | 2019 | European journal of cultural studies 22 (5-6): 867-84 | H6/KF [EUROPEAN-] | 1367-5494 | |||
Virtual earthquakes and real-world survival in Japan's Disaster Report video game | 2019 | Journal of Asian studies 78 (1): 95-114 | *H6/KW [JOURNAL-] | 0021-9118 | |||
Calibrating play: sociotemporality in South Korean digital gaming culture | 2018 | American anthropologist 120 (3): 500-11 | *H6 [AMERICAN-] | 0002-7294 | |||
When passion isn't enough: gender, affect and credibility in digital games design | 2017 | International journal of cultural studies 20 (5): 492-508 | H6/KF [INTERNATIONAL-] | 1367-8779 | |||
The 'virtual heterotopias': reimagining nature-culture relations | 2017 | Český Lid 104 (2): 183-97 | H6/KVL [CESKY-] | 0009-0794 | |||
The subculture of gamers | 2017 | Bulgarska etnologiia 43 (3): 266-80 | H6/KVR [BULGARSKA-] | 1310-5213 | |||
Cross-platform transfers of the tale of Little Red Riding Hood | 2016 | Literatura ludowa 60 (4/5): 13-22 | H6/KVM [LITERATURA-] | 0024-4708 | |||
Playing Nintendogs: desire, distributed agency and potentials of prosumption | 2015 | Journal of consumer culture 15 (3): 351-70 | H6 [JOURNAL-] | 1469-5405 | |||
Anthropological reading of science fiction | 2015 | Ethno-anthropological problems journal 10 (4): 987-1002 | H6/KVP [ETNOANTROPOLOSKI PROBLEMI Casopis -] | 0353-1589 | |||
Death in virtual world: perception of 'good' and 'bad' deaths in the online game World of warcraft | 2015 | Studia mythologica slavica 18 (): 201-9 | H6/KVP [STUDIA-] | 1408-6271 | |||
Drakan: order of the flame - between the video game and the fairy tale | 2014 | Bulgarski folklor 40 (1): 21-38, 98 | H6/KVR [BULGARSKI-] | 0323-9861 | |||
Current studies of games and play in the Czech Republic | 2013 | Národopisná revue 5 (): 57-67 | H6/KVL [NÁRODOPISNÉ-] | 0862-8351 | |||
The second life of institutions: social poetics in a digital state | 2010 | Anthropological quarterly 83 (2): 355-72 | H6 [PRIMITIVE-] | 0003-5491 | |||
Dataspill som kultur-møter i sosiale kontekster | 2009 | Tidsskrift for kulturforskning 8 (1): 17-30 | H6/KVT [TIDSSKRIFT-] | 1502-7473 | |||
Mothers, play and everyday life. Ethnology meets game studies | 2009 | Ethnologia scandinavica 39 (): 27-41 | H6/KVT [FOLKLIV-] | 0348-9698 | |||
How can we be a troll? The player and its characters in the universe of World of Warcraft | 2009 | Terrain (52): 126-41, 180-1 | H6 [TERRAIN-] | 0760-5668 | |||
Über Spiele und Gesten. Machinima und das Anhalten der Bewegung | 2008 | Paragrana: internationale Zeitschrift für historische Anthropologie 17 (1): 296-315 | H6/KF [PARAGRANA-] | 0938-0116 | |||
Geschlechtsbestimmung der Schnittstelle. Gender, Geschlecht und Avatar | 2008 | Paragrana: internationale Zeitschrift für historische Anthropologie 17 (1): 316-32 | H6/KF [PARAGRANA-] | 0938-0116 | |||
Carrying a wolf, a goat, and a cabbage across a stream: metamorphoses of ATU 1579 | 2007 | Folklore (Tartu) 35 (): 111-30 | H6/KVT [FOLKLORE-] | 1406-0957 | |||
The development of the vampire image: from folklore to computer games | 2007 | Studia mythologica slavica 10 (): 297-308 | H6/KVP [STUDIA-] | 1408-6271 | |||
On the corner of Broadway and broadband: how on-line gaming intersects with the social lives of teenagers at an internet café and beyond | 2006 | Kroeber Anthropological Society papers 94 (): 120-40 | H6/KUB [KROEBER-] | ||||
'Live in your world, play in ours': the spaces of video game identity | 2004 | Journal of visual culture 3 (2): 223-38 | H6/KF [JOURNAL-] | 1470-4129 | |||
'Intruder alert! Intruder alert!' video games in space | 2004 | Journal of visual culture 3 (2): 195-211 | H6/KF [JOURNAL-] | 1470-4129 | |||
The game of loyalt(o)y: diversions and divisions in network society | 2003 | Sociological review 51 (3): 301-20 | 0038-0261 | ||||
The plot of computer games | 2002 | Literatura ludowa 46 (4/5): 61-83 | 0024-4708 | ||||
Becoming-state. The bio-cultural imperialism of Sid Meier's civilization | 2002 | Focaal 39 (): 163-77 | 0920-1297 | ||||
How everyday life became virtual: mundane work at the juncture of production and consumption | 2001 | Journal of consumer culture 1 (1): 73-92 | 1469-5405 | ||||
The hyper-reality of Lara. The Lara of hyper-reality | 1999 | Konteksty 1/2 (): 168-74, 219 | 1230-6142 | ||||
The commercialization of childhood | 1997 | Ethnologia europaea 27 (1): 15-28 | |||||
Computer games - a challenge to the imagination | 1992 | Fataburen 1992 (): 200-10, 251-2, 257 |