Running with newbies: understanding online communities through the eyes of second-generation gamers
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Declarations of independence: film and the American mythology
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Everything all the time: anthological storytelling
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Framing the fight: post-9/11 warfare and the logistics of representation
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Civic games with 'local fit': embedding with real‐world neighborhoods and place‐based networks
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Video game performance in epileptic children: Demographic, medical history and drug effect characteristics
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El Molaro (2004)
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The ritual model: how to use the mechanics of ritual to create meaningful games
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The acute and longitudinal associations between sedentary behaviors, affective states, and emotional disorder symptoms among youth
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The future of esports in the Olympics
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Your public is online: public relations in an online world
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The branding game: a study on advergames, a successful way to connect with today's gamified audience
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Microsoft Word - The British Are Coming_final.docx
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Crisis and stasis: understanding change in online communities
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Rules of engagement
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Hybrid communication: a structurational analysis of computer gaming teams
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Insula activity during safe-sex decision-making in sexually risky men suggests negative urgency and fear of rejection drives risky sexual behavior
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One more time: instances, applications, and implications of the replay
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Kids as cultural producers: consumption, literacy, and participation
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SomeDay: designing a game about different thought processes
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The good, the bad, and the longitudinal: testing dynamic prosocial and toxic behaviors in online commercial games
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Toward a theory of gesture design
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Virtual documentary: the virtual real and its rhetorical legitimations
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