Introduction to Game Studies and Various Academic Approaches Chapter 1 - Mäyrä, F. (2008). An Introduction to Game Studies. London: SAGE Publications. Dovey, J., & Kennedy, H. (2006). Studying Computer Games. In Game Cultures: Computer Games as New Media (pp. 1-20). New York: Open University Press. Steinkuehler, C. a. (2006). Why Game (Culture) Studies Now? Games and Culture, 1(1), 97–102. doi:10.1177/1555412005281911 Copier, M. (2003). The other game researcher: participating in and watching the costruction of boundaries in game studies. Level Up Conference Proceedings: Proceedings of the 2003 Digital Games Research Association Conference, 404–419. Retrieved from http://www.digra.org/dl/display_html?chid=05163.46510.pdf Gender Studies: Carr, D. (2005). Contexts, Pleasures and Preferences: Girls playing computer games. Retrieved from http://eprints.ioe.ac.uk/673/ Pedagogy: Stieler-hunt, C., & Jones, C. M. (2015). A Model for Exploring the Usefulness of Games for Classrooms. : Proceedings of the 2015 Digital Games Research Association Conference, Retrieved from http://www.digra.org Media Studies: McKernan, B. (2013). The Morality of Play: Video Game Coverage in The New York Times From 1980 to 2010. Games and Culture, 8(5), 307– 329. doi:10.1177/1555412013493133 Defining The Digital Game and Digital Game Culture Pages 32-37 Mäyrä, F. (2008). An Introduction to Game Studies. London: SAGE Publications. Giddings, S., & Kennedy, H. (2006). Digital Games as New Media. In Understanding Digital Games (pp. 129-147). London: Sage. Shaw, A. (2010). What Is Video Game Culture? Cultural Studies and Game Studies. Games and Culture, 5(4), 403–424. doi:10.1177/1555412009360414 Wimmer, J. (2012). Digital Game Culture(s)s as Prototype(s) of Mediatization and Comercialization of Society: The World Cyber Games 2008 in Cologne as an example. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures: A Handbook of Digital Games Studies (pp. 525–540). Dordrecht: Springer Netherlands. doi:10.1007/978-94-007-2777-9 Digital Games from Communication and Cultural Study Perspectives Toivonen, S. (2011). Of discs , boxes and cartridges : the material life of digital games. Digital Games Research Association (DiGRA), 1–11. Simons, I., & Newman, J. (2003). All Your Base Are Belong To Us : Videogame culture and textual production online . Digital Games Research Association (DiGRA). Anders, D. (2013). Analyzing Player Communication in Multiplayer Games. In Mitgutsch, K., Huber, S., Wimmer, J., Wagner, M., & Rosenstingl, H. (Eds.). Context Matters! (pp. 201-223) Wien: New Academic Press. Elmezeny, A., & Wimmer, J., (2015). How Gaming Achieves Popularity: The Case of the Smash Brothers. : Proceedings of the 2015 Digital Games Research Association Conference, Retrieved from http://www.digra.org Empirical Methods: Chapter 8. Mäyrä, F. (2008). An Introduction to Game Studies. London: SAGE Publications. Landers, R., & Bauer, K. (2015). Quantitative methods and analyses for the study of players and their behaviour. In Game Research Methods (pp. 151-172). ETC Press. Quantative; Kaytoue, M., Silva, A., Cerf, L., & Jr, W. M. (2012). Watch me Playing , I am a Professional : a First Study on Video Game Live Streaming. International World Wide WEb Conference Committee, (June 2009), 1181–1188. Qualitative: Quandt, T., Grueninger, H., & Wimmer, J. (2008). The Gray Haired Gaming Generation: Findings From an Explorative Interview Study on Older Computer Gamers. Games and Culture, 4(1), 27–46. doi:10.1177/1555412008325480 Shaw, A. (2013). Rethinking Game Studies: A case study approach to video game play and identification. Critical Studies in Media Communication, 30(5), 347–361. doi:10.1080/15295036.2012.701013 Mixed Methods: Lieberoth, A., & Roepstorff, A. (2015). Mixed methods in game research: Playing on strengths and countering weaknesses. In Game Research Methods (pp. 271-289). ETC Press.