2016
DOI: 10.1177/0308518x16673366
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The virtual prison as a digital cultural object: Digital mediation of political opinion in simulation gaming

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Cited by 4 publications
(9 citation statements)
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References 34 publications
(63 reference statements)
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“…Ultimately, as noted by Moran and Etchegoyen (2017), games are a sum of the experiences of the network of individuals involved. Players are limited not just by their own experiences and ideas but also by the constructs of the game developers and, in cases of multiplayer games, other individual gamers.…”
Section: Role-playing Versus Management: the Nuances Of Gender In Primentioning
confidence: 99%
See 4 more Smart Citations
“…Ultimately, as noted by Moran and Etchegoyen (2017), games are a sum of the experiences of the network of individuals involved. Players are limited not just by their own experiences and ideas but also by the constructs of the game developers and, in cases of multiplayer games, other individual gamers.…”
Section: Role-playing Versus Management: the Nuances Of Gender In Primentioning
confidence: 99%
“…They make the argument that, like other forms of media, games are an important element of culture and suggest that comparisons are warranted even if disciplinarily approaches differ. Video games operate as a medium for a dialogue about society, not as an alternative world necessarily but as a social ecosystem that reproduces norms, attitudes, and behaviors (Moran & Etchegoyen, 2017). For instance, Sim games may both reflect and reproduce cultural and political meaning (Moran & Etchegoyen, 2017).…”
Section: “Doing Gender” In Video Gamesmentioning
confidence: 99%
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