Thomas Apperley
Thomas Apperley
Center of Excellence: Game Culture Studies, Tampere University
Geverifieerd e-mailadres voor tuni.fi - Homepage
Geciteerd door
Geciteerd door
Genre and game studies: Toward a critical approach to video game genres
TH Apperley
Simulation & gaming 37 (1), 6-23, 2006
Gaming Rhythms: Play and Counterplay from the Situated to the Global
T Apperley
Institute of Network Cultures, 2010
Game studies’ material turn
TH Apperley, D Jayemane
Westminster Papers in Communication and Culture 9 (1), 5-25, 2012
What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy
T Apperley, C Walsh
Literacy 46 (3), 115-122, 2012
Literacy into action: Digital games as action and text in the English and literacy classroom
T Apperley, C Beavis
Pedagogies: An international journal 6 (2), 130-143, 2011
Platform studies’ epistemic threshold
T Apperley, J Parikka
Games and Culture 13 (4), 349-369, 2018
A Model for Critical Games Literacy
T Apperley, C Beavis
Elearning and Digital Media 10 (1), 2013
Modding the historians’ code: Historical verisimilitude and the counterfactual imagination
T Apperley
Playing with the past: Digital games and the simulation of history, 185-198, 2013
Gaming capital: Rethinking Literacy
T Apperley, C Walsh
Changing Climates: Education for sustainable futures. Proceedings of the …, 2009
Literacy in the digital age: Learning from computer games
C Beavis, T Apperley, C Bradford, J O’mara, C Walsh
English in Education 43 (2), 162-175, 2009
What game studies can teach us about videogames in the English and Literacy classroom
T Apperley
Australian Journal of Language and Literacy 33 (1), 12-23, 2010
The body of the gamer: game art and gestural excess
TH Apperley
Digital Creativity 24 (2), 145-156, 2013
Counterfactual communities: Strategy games, paratexts and the player’s experience of history
T Apperley
Open Library of Humanities 4 (1), 2018
Virtual unaustralia: Videogames and Australia's colonial history
TH Apperley
Proc. of Cultural Studies Association of Australasias Annual, UNAUSTRALIA, 2006
Haptic ambience: Ambient play, the haptic effect and co-presence in Pokémon GO
T Apperley, K Moore
Convergence 25 (1), 6-17, 2019
(Re-) orienting the video game avatar
L de Wildt, TH Apperley, J Clemens, R Fordyce, S Mukherjee
Games and Culture 15 (8), 962-981, 2020
'Turning around'to the affordances of digital games: English curriculum and students' lifeworlds.
C Beavis, C Walsh, C Bradford, J O'Mara, T Apperley, A Gutierrez
English in Australia 50 (2), 30-40, 2015
Citizenship and consumption: convergence culture, transmedia narratives and the digital divide
T Apperley
Proceedings of the 4th Australasian Conference on interactive Entertainment, 1-4, 2007
A model for games and literacy
C Beavis, T Apperley
Digital games: Literacy in action, 12-23, 2012
Postdigital interfaces and the aesthetics of recruitment
D Jayemanne, B Nansen, TH Apperley
Transactions of the Digital Games Research Association 2 (3), 2016
Het systeem kan de bewerking nu niet uitvoeren. Probeer het later opnieuw.
Artikelen 1–20