Zobrazeno 1 - 10
of 18
pro vyhledávání: '"Megan Condis"'
Autor:
Mel Stanfill, Megan Condis
Publikováno v:
Transformative Works and Cultures, Vol 15 (2014)
Editorial providing an overview of the topic of fan studies and labor; and outlining the special issue's contents.
Externí odkaz:
https://doaj.org/article/9a69c3373b19439b91ba4b3e777284de
Autor:
Megan Condis
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headline
Autor:
Megan Condis, Mel Stanfill
Publikováno v:
Cultural Studies. 36:953-980
Seduction of the Innocent, by Fredric Wertham, contended that comic books could harm youth; it is popularly understood as the impetus for the creation of the Comics Code Authority that limited what...
Autor:
Megan Condis, Jess Morrissette
Publikováno v:
Media, Culture & Society. :016344372311595
When a product is marketed according to gender, it is often positioned as a way for consumers to enact that gender. In the following pages, we trace how video game advertising “grew up,” transitioning from a broader focus on family entertainment
Autor:
Megan Condis
Publikováno v:
Games and Culture. :155541202211505
Desert Bus began as vaporware. A decade after it was initially shelved, it was rediscovered and became a way for gamers to show off their insider knowledge of rare and hard-to-find bits of gaming history. A few years later, its reputation for being o
Autor:
Megan Condis
Publikováno v:
White Supremacy and the American Media ISBN: 9781003215172
White Supremacy and the American Media
White Supremacy and the American Media
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::57ec8d49a4ada2709c54e2b7d124b764
https://doi.org/10.4324/9781003215172-17
https://doi.org/10.4324/9781003215172-17
Autor:
Nicholas David Bowman, Megan Condis
Gamification—the use of video game elements in non-gaming environments—is an effective and lucrative method of compelling individuals to engage with behaviors normally found aversive or uninteresting. Gamified applications are found in myriad are
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::7855a3f055f93ca2c5d7de7dfcf3bab0
https://doi.org/10.4018/978-1-7998-3487-8.ch008
https://doi.org/10.4018/978-1-7998-3487-8.ch008