Anzeige des vollständigen DOI-Metadaten-Sets

DIESE DOI-METADATEN WURDEN ZULETZT AKTUALISIERT AM: 2024-01-10 23:07

DOI Daten mit Auflösung

10.3280/SC2022-063007

Artikel

Cite as

Daten zur Zeitschrift
Fortsetzungsausgabe
Daten Fortsetzungsartikel
Zitierungen des 10.3280/SC2022-063007

Unstructured Zitierung

Anderson S.L. (2017), Watching people is not a game: Interactive online corporeality, Twitch.tv and videogame streams, in «Game Studies», 17(1), pp. 1-17.


Unstructured Zitierung

Archer L., DeWitt J., Osborne J., Dillon, J., Willis B., Wong B. (2012), “Balancing acts”: elementary school girls negotiations of femininity, achievement, and science, in «Science Education», 96(6), pp. 967-989.

https://doi.org/10.1002/sce.21031


Unstructured Zitierung

Braithwaite A. (2016), It’s about ethics in game journalism? Gamergaters and geek masculinity, in «Social Media + Society», 2, pp. 1-10.

https://doi.org/10.1177/2056305116672484


Unstructured Zitierung

Braun V., Clarke V. (2006), Using thematic analysis in psychology, in «Qualitative Research in Psychology», 3(2), pp. 77-101.

https://doi.org/10.1191/1478088706qp063oa


Unstructured Zitierung

Carradore R., Carrera L. (2019), Vivere e sopravvivere nella community videoludica di Twitch Italia, in «H-ermes. Journal of Communication», 15, pp. 109-140.


Unstructured Zitierung

Cerroni A., Simonella Z. (2012), Ethos and symbolic violence among women of science: An empirical study, in «Social Science Information», 51(2), pp. 165-182.

https://doi.org/10.1177/0539018412437102


Unstructured Zitierung

Chess S. (2017), Ready Player Two. Women gamers and designed identity, University of Minnesota Press, Minneapolis.

https://doi.org/10.5749/minnesota/9781517900694.001.0001


Unstructured Zitierung

Condis M. (2018), Gaming masculinity. Trolls, fake geeks, and the gendered battle for online culture, Iowa University Press, Iowa City.

https://doi.org/10.2307/j.ctv3dnq9f


Unstructured Zitierung

Consalvo M. (2007), Cheating. Gaining advantage in videogames, The MIT Press, Cambridge, MA.

https://doi.org/10.7551/mitpress/1802.001.0001


Unstructured Zitierung

Cote A. (2017), “I can defend myself”: Women's strategies for coping with harassment while gaming online, in «Games and Culture», 12(2), pp. 136-155.

https://doi.org/10.1177/1555412015587603


Unstructured Zitierung

Cross K. (2016), Press F to revolt. On the gamification of online activism, in Kafai Y.B., Richard G.T., Tynes B.M. (a cura di), Diversifying Barbie and Mortal Kombat. Intersectional perspectives and inclusive designs in gaming, Carnegie Mellon:ETC Press, Pittsburgh, pp. 23-35.


Unstructured Zitierung

De Grove F., Courtois C., Van Looy J. (2015), How to be a gamer! Exploring personal and social indicators of a gamer identity, in «Journal of Computer-Mediated Communication», 20, pp. 346-361.

https://doi.org/10.1111/jcc4.12114


Unstructured Zitierung

DiSalvo B. (2016), Gaming masculinity. Constructing masculinity with video games, in Kafai Y.B., Richard G.T., Tynes B.M. (a cura di), Diversifying Barbie and Mortal Kombat. Intersectional perspectives and inclusive designs in gaming, Carnegie Mellon: ETC Press, Pittsburgh, pp. 105-117.


Unstructured Zitierung

Gray K.L. (2016), “They're just too urban”: Black gamers streaming on Twitch, in Daniels, J., Gregory, K. e McMillan Cottom, T. (a cura di), Digital Sociologies, Policy Press, Bristol, pp. 351-364.

https://doi.org/10.2307/j.ctt1t89cfr.28


Unstructured Zitierung

Hakim C. (2010), Erotic Capital, in «European Sociological Review», 26(5), pp. 499-518.

https://doi.org/10.1093/esr/jcq014


Unstructured Zitierung

Hanford N.A. (2018), At the intersection of difficulty and masculinity: crafting the play ethic, in Taylor N., Voorhees G. (a cura di), Masculinities in Play, Palgrave Macmillan, Cham.

https://doi.org/10.1007/978-3-319-90581-5_9


Unstructured Zitierung

Kozinets R.V. (2015), Netnography: redefined. 2nd Edition, Sage, Thousand Oaks, California.

https://doi.org/10.1002/9781118767771.wbiedcs067


Unstructured Zitierung

Maloney M., Roberts S., Graham T. (2019), Gender, masculinity and video gaming. Analysing Reddit's r/gaming community, Palgrave Macmillan, Cham.

https://doi.org/10.1007/978-3-030-28262-2


Unstructured Zitierung

Munro E. (2013), Feminism: A Fourth Wave?, in «PSA Blog», -- [online] disponibile in https://www.psa.ac.uk/psa/news/feminism-fourth-wave (14 aprile 2022).


Unstructured Zitierung

Nakamura L. (2014), Gender and Race Online, in Graham, M., Dutton, W.H. (a cura di), Society and the Internet: How networks of information and communication are changing our lives, Oxford University Press, Oxford.

https://doi.org/10.1093/acprof:oso/9780199661992.003.0006


Unstructured Zitierung

Nakandala S., Ciampaglia G.L., Su N.M., Ahn Y. (2016), Gendered conversation in a social game-streaming platform, [online] disponibile in https://arxiv.org/abs/1611.06459v2 (14 aprile 2022).


Unstructured Zitierung

Nic Giolla Easpaig B. (2018), An exploratory study of sexism in online gaming communities: mapping contested digital terrain, in «Community Psychology in Global Perspective», 4(2), pp. 119-135.


Unstructured Zitierung

Okoyama E., Ricatti F. (2008), Tokidoki. Cute and sexy fantasies between East and West: Contemporary aesthetics for the global market, in «PORTAL. Journal of Multidisciplinary International Studies», 5(2), pp. 1-23.

https://doi.org/10.5130/portal.v5i2.724


Unstructured Zitierung

Paaßen B., Morgenroth T., Stratemeyer M. (2017), What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture, in «Sex Roles», 76(7-8), pp. 421-435.

https://doi.org/10.1007/s11199-016-0678-y


Unstructured Zitierung

Ruvalcaba O., Shulze J., Kim A., Berzenski S.R., Otten M.P. (2018), Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play, in «Journal of Sport and Social Issues», 4(42), pp. 295-311.

https://doi.org/10.1177/0193723518773287


Unstructured Zitierung

Salter A., Blodgett B. (2017), Toxic Geek Masculinity in Media. Sexism, trolling and identity policing, Springer International Publishing, Cham.

https://doi.org/10.1007/978-3-319-66077-6


Unstructured Zitierung

Schott G.R., Horrell K.R. (2000), Girl gamers and their relationship with the gaming culture, in «Convergence», 6(36), pp. 36-53. 00404.

https://doi.org/10.1177/135485650000600404


Unstructured Zitierung

Shaw A. (2012), Do you identify as a gamer? Gender, race, sexuality, and gamer identity, in «New Media & Society», 1(14), pp. 28-44.

https://doi.org/10.1177/1461444811410394


Unstructured Zitierung

Uszkoreit L. (2018), With great power comes great responsibility: video game live streaming and its potential risks and benefits for female gamers, in Gray K.L., Voorhees G., Vossen E. (a cura di), Feminism in Play. Palgrave Macmillan, London, pp. 163-181.

https://doi.org/10.1007/978-3-319-90539-6_10


Unstructured Zitierung

Vossen E. (2018), The magic circle and consent in gaming practices, in Gray K.L., Voorhees G., Vossen E. (a cura di), Feminism in Play. Palgrave Macmillan, London, pp. 205-220.

https://doi.org/10.1007/978-3-319-90539-6_12


Unstructured Zitierung

Zolides A. (2015), Lipstick bullets. Labour & gender in professional gamer self-branding, in «Persona Studies», 1(2), pp. 42-53.

https://doi.org/10.21153/ps2015vol1no2art467