Humble Research Beginnings
Here are some sources I’ll be exploring while researching these subjects. I most likely won’t be using all these. As the paper develops I’ll finalize “primaries” from “secondary” sources and tighten focus areas that need more specific information for support.
1. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_jstor_booksj.ctt1npk9q
. Fandom Unbound. (2012). Yale University Press.
2. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest1076399985
Losh, E., & Jenkins, H. (2012). CAN PUBLIC EDUCATION COEXIST WITH PARTICIPATORY CULTURE? Knowledge Quest, 41(1), 16-21.
3. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest216920202
Botzakis, S. (2009). Adult Fans of Comic Books: What They Get Out of Reading. Journal of Adolescent & Adult Literacy, 53(1), 50-59.
4. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_gale_ofa284323800
Bainbridge, Jason, & Norris, Craig. (2012). Madman entertainment: A case study in 'by fans for fans' media distribution.(Company overview)(Case study). Media International Australia Incorporating Culture and Policy, (142), 5.
5. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest1273836624
Johnson, D. (2012). Cinematic Destiny: Marvel Studios and the Trade Stories of Industrial Convergence. Cinema Journal, 52(1), 1-24.
6. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_emerald_s10.1108/00242530910942045
Adams, S. (2009). The case for video games in libraries. Library Review, 58(3), 196-202.
7. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_wilbooks10.1002/9781118796443.ch18
Angelides, M. (2014). Video Games in Educational Settings: Developing Skills for New Media Learning. In Handbook of Digital Games (pp. 502-522). Hoboken, NJ, USA: John Wiley & Sons.
8. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest1492583301
Hodge, S. (2013). A few things we've learned about streaming for kids. Animation Magazine, 27(10), 52.
9. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest1807092037
Sun, Y., Wei, K., Fan, C., Lu, Y., & Gupta, S. (2016). Does social climate matter? On friendship groups in social commerce. Electronic Commerce Research and Applications, 18, 37-47.
10. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/6ljalh/01UA_ALMA51541915210003843
Darley, A., & NetLibrary, Inc. (2000). Visual digital culture surface play and spectacle in new media genres (Sussex studies in culture and communication). London ; New York: Routledge.
11. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest196781148
Colford, M. (2000). Incite Video Gaming / Incite PC Gaming. Library Journal, 125(9), 132.
12. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_sage_s10_1177_1461444816635778
Fox, J., & Tang, W. (2017). Women’s experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290-1307.
13. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_springer_jour10.1007/s11199-016-0678-y
Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles, 76(7-8), 421-435.
14. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_springer_jour10.1007/s10824-014-9229-y (Less educated?????-wtf)
Borowiecki, K., & Prieto-Rodriguez, J. (2015). Video games playing: A substitute for cultural consumptions? Journal of Cultural Economics, 39(3), 239-258.
15. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_gale_ofa534020750
Sisler, V., Svelch, J., & Slerka, J. (2017). Video Games and the Asymmetry of Global Cultural Flows: The Game Industry and Game Culture in Iran and the Czech Republic. International Journal of Communication (Online), 3857.
16. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_gale_ofa335923718
Junge, Inger. (2013). Women not allowed in tech-no-geek & gaming culture.(Feature). Sister Namibia, 25(2), 4-5.
17. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_informaworld_s10_1080_00036840600660713
Harada, N. (2007). Video game demand in Japan: A household data analysis. Applied Economics, 39(13), 1705-1710.
18. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_pq_ebook_centralEBC2122364 (UNITED STATES-income for gaming)
Editors, T. (2015). Who's Buying Information and Consumer Electronics. (7th ed.).
19. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_acm3196856
Raudonat, K., & Marsden, N. (2018). Social actions in MMORPG raiding groups from the perspective of culture-inclusive action theory. Proceedings of the 4th Conference on Gender & It, 101-111.
20. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_gale_litrc239918109
Shivel, Gail. (2009). World of Warcraft: The Murloc is the message. Symploke, 17(1 2), 205-213.
21. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_sage_s10_1177_1367877910394565
Denison, R. (2011). Anime fandom and the liminal spaces between fan creativity and piracy. International Journal of Cultural Studies, 14(5), 449-466.
22. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest1977215946
Careless, J. (2017). To Hear 24/7 Star Trek Talk, Boldly Go Online. Radio World, 41(26), 18-20.
23. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest1739077247
Bytheway, J. (2015). A taxonomy of vocabulary learning strategies used in massively multiplayer online role-playing games. CALICO Journal, 32(3), 508-527.
24. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_proquest2088039968
Elmezeny, A., & Wimmer, J. (2018). Games without Frontiers: A Framework for Analyzing Digital Game Cultures Comparatively. Media and Communication, 6(2), 80-89.
25. https://arizona-primo.hosted.exlibrisgroup.com/permalink/f/1h28lag/TN_gale_ofa423950724
Ghuman, D., & Griffiths, M. (2012). A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players. International Journal of Cyber Behavior, Psychology and Learning, 2(1), 13-29.