Gaming Nation? Piloting the International Study of Games Cultures in Finland

[1]  K. P. Kallio Performative Bodies, Tactical Agents and Political Selves: Rethinking the Political Geographies of Childhood , 2007 .

[2]  D. McQuail The Television Audience : A Revised Perspective , 1972 .

[3]  M. Booth,et al.  Changes in sedentary behavior among adolescent girls: a 2.5-year prospective cohort study. , 2007, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.

[4]  Katherine E. Buckley,et al.  Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy , 2007 .

[5]  Kaarina Nikunen The Intermedial Practises of Fandom , 2007 .

[6]  Laura Ermi,et al.  Pelien voima ja pelaamisen hallinta. Lapset ja nuoret pelikulttuurien toimijoina , 2004 .

[7]  Frans Mäyrä,et al.  The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play , 2007, DiGRA Conference.

[8]  K. Durkin,et al.  Computer games: Their effects on young people , 1995 .

[9]  Simon Egenfeldt-Nielsen,et al.  Playing With Fire: How Do Computer Games Influence the Player? , 2004 .

[10]  Micky Lee What's Missing In Feminist Research In New Information And Communication Technologies? , 2006 .

[11]  Dmitri Williams,et al.  Virtual Cultivation: Online Worlds, Offline Perceptions , 2006 .

[12]  David Jasper A Short Introduction to Hermeneutics , 2004 .

[13]  Marc Prensky,et al.  Don't bother me, Mom, I'm learning! , 2006 .

[14]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[15]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[16]  Frans Mäyrä,et al.  An introduction to game studies , 2008 .

[17]  Alessandro Antonietti,et al.  The Difference Between Playing Games With and Without the Computer: A Preliminary View , 2003, The Journal of psychology.

[18]  Dmitri Williams,et al.  Trouble in River City : the social life of video games , 2004 .

[19]  K. Kallio Ikä, tila ja valta: koulu politiikan näyttämönä , 2005 .

[20]  Timo Saari,et al.  Presence experience in mobile gaming , 2005, DiGRA Conference.

[21]  C. Philo,et al.  Guest Editorial: Political geographies of children and young people , 2003 .

[22]  Andrew Brennan,et al.  Politics of Nature: How to Bring the Sciences into Democracy , 2006 .

[23]  Jeemin Kim,et al.  Lessons from sports: children's socialization to values through family interaction during sports activities , 2007 .

[24]  Berry Mayall,et al.  Conceptualising Child-Adult Relations , 2002 .

[25]  Arja Rimpelä,et al.  Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication , 2007, Journal of youth and adolescence.

[26]  Shirley Matile Ogletree,et al.  College Students’ Video Game Participation and Perceptions: Gender Differences and Implications , 2007 .

[27]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[28]  Bernard Perron,et al.  A Cognitive Psychological Approach to Gameplay Emotions , 2005, DiGRA Conference.

[29]  Petri Paju,et al.  A Failure Revisited: The First Finnish Computer Construction Project , 2003, History of Nordic Computing.

[30]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .

[31]  B. Latour,et al.  Laboratory Life: The Construction of Scientific Facts , 1979 .

[32]  Peter Fischer,et al.  Virtual driving and risk taking: do racing games increase risk-taking cognitions, affect, and behaviors? , 2007, Journal of experimental psychology. Applied.

[33]  John C. Beck,et al.  Got Game: How the Gamer Generation Is Reshaping Business Forever , 2004 .

[34]  D. Tronrud,et al.  The Limits of Interpretation , 2001 .

[35]  Joseph Wolfe The global business game: a strategic management and international business simulation , 1999 .

[36]  Steven J. Kirsh Children, Adolescents, and Media Violence: A Critical Look at the Research , 2006 .

[37]  Frans Mäyrä,et al.  Power and control of games: children as the actors of game cultures , 2003, DiGRA Conference.

[38]  D. Gentile,et al.  The impact of video games on training surgeons in the 21st century. , 2007, Archives of surgery.

[39]  Janne Paavilainen,et al.  Casual games discussion , 2007, Future Play.

[40]  J. Jansz The emotional appeal of violent video games for adolescent males , 2005 .

[41]  Clark Aldrich,et al.  Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences , 2005 .

[42]  B. Latour Pandora's Hope: Essays on the Reality of Science Studies , 1999 .

[43]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[44]  M. Griffiths Violent video games and aggression: A review of the literature , 1999 .

[45]  Anne Tuhkunen Between Location and a Sense of Place - Observations Regarding Young People's Migration Alacrity in Northern Europe , 2007 .

[46]  Lisbeth Klastrup,et al.  "You can't help shouting and yelling": fun and social interaction in Super Monkey Ball , 2003, DiGRA Conference.

[47]  K. Cox Spaces of dependence, spaces of engagement and the politics of scale, or: looking for local politics , 1998 .