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hits: 58
1.
  • Where Everybody Knows Your ... Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
    Steinkuehler, Constance A.; Williams, Dmitri Journal of computer-mediated communication, July 2006, Volume: 11, Issue: 4
    Journal Article
    Peer reviewed

    This article examines the form and function of massively multiplayer online games (MMOs) in terms of social engagement. Combining conclusions from media effects research informed by the communication ...
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Available for: BFBNIB, FZAB, GIS, IJS, KILJ, NLZOH, NUK, OILJ, SAZU, SBCE, SBMB, UL, UM, UPUK

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2.
  • Esports Research: A Literat... Esports Research: A Literature Review
    Reitman, Jason G.; Anderson-Coto, Maria J.; Wu, Minerva ... Games and culture, 01/2020, Volume: 15, Issue: 1
    Journal Article
    Peer reviewed

    Accompanying esports’ explosion in popularity, the amount of academic research focused on organized, competitive gaming has grown rapidly. From 2002 through March 2018, esports research has developed ...
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Available for: NUK, OILJ, SAZU, UKNU, UL, UM, UPUK
3.
  • Massively Multiplayer Onlin... Massively Multiplayer Online Video Gaming as Participation in a Discourse
    Steinkuehler, Constance A. Mind, culture and activity, 01/2006, Volume: 13, Issue: 1
    Journal Article
    Peer reviewed

    This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the ...
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Available for: BFBNIB, NUK, PILJ, SAZU, UL, UM, UPUK
4.
  • Esports Research: Critical,... Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play
    Steinkuehler, Constance Games and culture, 01/2020, Volume: 15, Issue: 1
    Journal Article
    Peer reviewed

    Despite the rise of esports over the last decade, to date there is little effort to coordinate research related to the subject. This special issue attempts to address this gap by presenting a ...
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Available for: NUK, OILJ, SAZU, UKNU, UL, UM, UPUK
5.
  • Games, Learning, and Society Games, Learning, and Society
    Steinkuehler, Constance; Squire, Kurt; Barab, Sasha 06/2012
    eBook

    This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of ...
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Available for: NUK, ODKLJ, UL, UM, UPUK
6.
  • Why Game (Culture) Studies ... Why Game (Culture) Studies Now?
    Steinkuehler, Constance A. Games and culture, 01/2006, Volume: 1, Issue: 1
    Journal Article
    Peer reviewed

    Games are an extremely valuable context for the study of cognition as inter(action) in the social and material world. They provide a representational trace of both individual and collective activity ...
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Available for: NUK, OILJ, SAZU, UKNU, UL, UM, UPUK

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7.
  • Games as Social Platforms Games as Social Platforms
    Steinkuehler, Constance Games (New York, N.Y.), 03/2023, Volume: 1, Issue: 1
    Journal Article
    Peer reviewed
    Open access
Full text
Available for: NUK, UL
8.
  • Video Games and Digital Lit... Video Games and Digital Literacies
    Steinkuehler, Constance Journal of adolescent & adult literacy, 09/2010, Volume: 54, Issue: 1
    Journal Article
    Peer reviewed

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen ...
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9.
  • Scientific Habits of Mind i... Scientific Habits of Mind in Virtual Worlds
    Steinkuehler, Constance; Duncan, Sean Journal of science education and technology, 12/2008, Volume: 17, Issue: 6
    Journal Article
    Peer reviewed

    In today's increasingly "flat" world of globalization (Friedman 2005), the need for a scientifically literate citizenry has grown more urgent. Yet, by some measures, we have done a poor job at ...
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10.
  • Connected Gaming Connected Gaming
    Kafai, Yasmin B; Burke, Quinn; Steinkuehler, Constance 2016, 2016-12-23, 2016-12-16
    eBook

    How making and sharing video games offer educational benefits for coding, collaboration, and creativity.
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Available for: NUK, UL, UM
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