Sociology of Video Games
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Recent papers in Sociology of Video Games
In the 1960s and 70s, videogames emerged as a new form of software technology which allowed people to experience innovative ways of playing games in a virtual context via a controller and a screen. Ever since, the gaming industry has... more
The 21st century opened the door for the videogame industry to become a 100-billion-dollar industry according to Super Data’s 2017 . A lot of scholars have been studying why video games generates so much monetary and social interactions... more
As soon as the first videogame was invented, its creators had to imagine a way to interact with their virtually composed world, a way to make it playable for all and not just for avid programmers. Even though, the game could be... more
On October 9th 1993, the Casino of Montreal opened up as a new adult public place owned by the provincial government through the corporation of Loto-Québec. Today, it still inherits the original exterior design of the ‘Pavilion de France’... more
Here are results from a survey that I conducted for my research paper on The SSB Series and Super Smash Bros. Melee: the origins and consequences of a socio-cultural based videogame from casual to competitive play. You may take the survey... more
This thesis examines the motivation of players of video games for their playing, and the strategy of these players for overcoming feelings of depression, using the methods of grounded theory. The first part deals with the approach of... more
The Super Smash Bros. Series and Super Smash Bros. Melee: the origins and consequences of a socio-cultural based videogame from casual to competitive play Games are components of human life and bring meaning to how we make sense of our... more
Úvod V této seminární práci se pokouším aplikovat folklorní přístup ke zkoumání kolektivní paměti na data, která jsem získal z rozhovorů pro mou diplomovou práci 1, jejímž cílem byl hloubkový průzkum strategií hráčů videoher proti pocitům... more
Primeros pasos para un futuro trabajo siguiendo la línea de PUENTE BIENVENIDO y SEQUEIROS BRUNA hacia el estudio sociológico de los videojuegos en la sociedad española desde las perspectivas de Huizinga y Goffman.