Video games playing: A substitute for cultural consumptions?

Author:

Borowiecki Karol J.,Prieto-Rodriguez Juan

Publisher

Springer Science and Business Media LLC

Subject

Economics, Econometrics and Finance (miscellaneous)

Reference38 articles.

1. Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1). http://www.gamestudies.org/0101/editorial.html . Accessed 12 September 2014.

2. Abbé-Decarroux, F., & Grin, F. (1992). Risk, risk aversion and the demand for performing arts. In R. Towse & A. Khakee (Eds.), Cultural economics (pp. 125–140). Berlin: Springer.

3. ADESE. Spanish Association of Distributors and Publishers of Entertainment Software. (2013). Documentación del estudio sobre piratería realizado por la Coalición de Creadores. www.adese.es . Accessed 7 April 2014.

4. Allaire, J. C., McLaughlin, A. C., Trujillo, A., Whitlock, L. A., LaPorte, L., & Gandy, M. (2013). Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers. Computers in Human Behavior, 29(4), 1302–1306.

5. Antonelli, P. (2012). Video Games: 14 in the collection, for starters. MoMA PS1 Blog. http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters . Accessed 25 May 2013.

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