User:MattBru/Video game culture/Bibliography

Bibliography edit

This is where you will compile the bibliography for your Wikipedia assignment. Add the name and/or notes about what each source covers, then use the "Cite" button to generate the citation for that source.

  • Chao, Ying-Yu; Scherer, Yvonne K; Montgomery, Carolyn A (2014) Effects of Using Nintendo Wii TM Exergames in Older Adults: A Review of the Literature [1]
    • This is a peer reviewed online journal article, so it should be a reliable source. It discusses the usage and data of the elderly population in America, and the effect that exercise video games can have on them
  • Johnson, Mark R: Woodcock, Jamie (2019) 'It's like the gold rush': the lives and careers of professional video game streamers on Twitch.tv[2]
    • This is a peer reviewed online article, so it should be a reliable source. The article discusses the lives and careers of people who play video games on the service Twitch for a living, which can be very important for the culture of video games
  • Witkowski, Emma; Manning, Jame (2019) Player power: Networked careers in esports and high-performance game livestreaming practices[3]
    • This is a peer reviewed online article, so it should be a reliable source. This article talks about the on going landscape of competitive video game play and the platforms they use to stream and how it grows.
  • Taylor, Nicholas Thiel (2016) Now you're playing with audience power: the work of watching games[4]
    • This is a peer reviewed online journal article, so it should be a reliable source. The journal article talks about the details of a number of video game tournaments. It goes into detail not just the technological but also cultural effects of the competitive tournaments.

References edit

1.   Chao, Y.-Y., Scherer, Y. K., & Montgomery, C. A. (2015). Effects of Using Nintendo WiiTM Exergames in Older Adults: A Review of the Literature. Journal of Aging and Health, 27(3), 379–402. https://doi.org/10.1177/0898264314551171

2. Mark R. Johnson & Jamie Woodcock (2019) ‘It’s like the gold rush’: the lives and careers of professional video game streamers on Twitch.tv, Information, Communication & Society, 22:3, 336-351, DOI: 10.1080/1369118X.2017.1386229

3.   Witkowski, Emma, and James Manning. “Player Power: Networked Careers in Esports and High-Performance Game Livestreaming Practices.” Convergence, vol. 25, no. 5–6, Dec. 2019, pp. 953–969, doi:10.1177/1354856518809667.

4. Nicholas Thiel Taylor (2016) Now you’re playing with audience power: the work of watching games, Critical Studies in Media Communication, 33:4, 293-307, DOI: 10.1080/15295036.2016.1215481

  1. ^ Chao, Ying-Yu; Scherer, Yvonne K.; Montgomery, Carolyn A. (2015-04). "Effects of Using Nintendo Wii™ Exergames in Older Adults: A Review of the Literature". Journal of Aging and Health. 27 (3): 379–402. doi:10.1177/0898264314551171. ISSN 0898-2643. {{cite journal}}: Check date values in: |date= (help)
  2. ^ Johnson, Mark R.; Woodcock, Jamie (2019-02-23). "'It's like the gold rush': the lives and careers of professional video game streamers on Twitch.tv". Information, Communication & Society. 22 (3): 336–351. doi:10.1080/1369118X.2017.1386229. ISSN 1369-118X.
  3. ^ Witkowski, Emma; Manning, James (2019-12). "Player power: Networked careers in esports and high-performance game livestreaming practices". Convergence: The International Journal of Research into New Media Technologies. 25 (5–6): 953–969. doi:10.1177/1354856518809667. ISSN 1354-8565. {{cite journal}}: Check date values in: |date= (help)
  4. ^ Taylor, Nicholas Thiel (2016-08-07). "Now you're playing with audience power: the work of watching games". Critical Studies in Media Communication. 33 (4): 293–307. doi:10.1080/15295036.2016.1215481. ISSN 1529-5036.