Hits 1-10 within 10 documents
Running head: video game nostalgia and retro gaming [journal article]
Source: Media and Communication, 6 (2018) 2. p.60-68
Do we need permission to play in public?: the design of participation for social play video games at play parties and "alternative" games festivals [journal article]
Source: Media and Communication, 6 (2018) 2. p.69-79
Challenges with measuring learning through digital gameplay in K-12 classrooms [journal article]
Source: Media and Communication, 6 (2018) 2. p.112-125
Model matching theory: a framework for examining the alignment between game mechanics and mental models [journal article]
Source: Media and Communication, 6 (2018) 2. p.126-136
Psychasthenia studio and the gamification of contemporary culture [journal article]
Source: Media and Communication, 6 (2018) 2. p.90-102
Video Production in Elementary Teacher Education as a Critical Digital Literacy Practice [journal article]
Source: Media and Communication, 7 (2019) 2. p.82-99
Community-Building on Bilibili: The Social Impact of Danmu Comments [journal article]
Source: Media and Communication, 10 (2022) 2. p.54-65
Humor That Harms? Examining Racist Audio-Visual Memetic Media on TikTok During Covid-19 [journal article]
Source: Media and Communication, 10 (2022) 2. p.180-191
Pro-Science, Anti-Science and Neutral Science in Online Videos on Climate Change, Vaccines and Nanotechnology [journal article]
Source: Media and Communication, 8 (2020) 2. p.329-338
Technopopulism and Politainment in Brazil: Bolsonaro Government's Weekly YouTube Broadcasts [journal article]
Source: Media and Communication, 11 (2023) 2. p.137-147