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Evan Polzer

Datos Biográficos

ID94443
NOMBREEvan Polzer
NOMBRESEvan
APELLIDOPolzer
FIRMAPOLZER E
AFILIACIONESDepartment of Veterans Affairs, Rocky Mountain Mental Illness Research, Education and Clinical Center for Suicide Prevention Aurora Colorado USA
VERIFICADONo
TOTAL DE OBRAS3
TOTAL DE CITAS15
TOTAL COMO AUTOR3
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2019
AÑO MÁS RECIENTE DE PUBLICACIÓN2024
ÍNDICE H2
  • Gaming lounges in India afford socially productive gambling

    Open Access•J G Snodgra, Michael G Lacy et al.•ARTICLE•Ethos•2024•Referencias: 42

    We use ethnographic observations, interviews, and surveys to illuminate video game-related gambling in India, where players use as currency decorative in-game weapon covers referred to as skins. We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter-Strike: Global Offensive, and our study unfolds among young adults who play in face-to-face centers called gaming lounges or zones. We consider how netwo…

  • Indian Gaming Zones as Oppositional Subculture

    J G Snodgra, Jeffrey G Snodgrass et al.•ARTICLE•Current Anthropology•2021•Citada por: 3•Referencias: 76

    On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…

  • Intensive online videogame involvement

    Open Access•J G Snodgra, H J Francois Dengah et al.•ARTICLE•Transcultural Psychiatry•2019•Citada por: 12•Referencias: 57

    Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …

  • Intensive online videogame involvement

    Open Access•J G Snodgra, H J Francois Dengah et al.•ARTICLE•Transcultural Psychiatry•2019•Citada por: 12•Referencias: 57

    Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …

  • Indian Gaming Zones as Oppositional Subculture

    J G Snodgra, Jeffrey G Snodgrass et al.•ARTICLE•Current Anthropology•2021•Citada por: 3•Referencias: 76

    On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…

  • Intensive online videogame involvement

    Open Access•J G Snodgra, H J Francois Dengah et al.•ARTICLE•Transcultural Psychiatry•2019•Citada por: 12•Referencias: 57

    Extending classic anthropological "idioms of distress" research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large …

  • Indian Gaming Zones as Oppositional Subculture

    J G Snodgra, Jeffrey G Snodgrass et al.•ARTICLE•Current Anthropology•2021•Citada por: 3•Referencias: 76

    On the basis of participant observation and questionnaire data, we consider the cultural shaping of video gaming pleasure and distress in face-to-face gaming centers in Udaipur, Rajasthan, India. We analyze how and why young adult Indian gamers experience their play as both deeply satisfying and dangerously addictive. To explain this dual consciousness, we join the concept of cultural consonance (individuals' relative consistency with their cultu…

  • Gaming lounges in India afford socially productive gambling

    Open Access•J G Snodgra, Michael G Lacy et al.•ARTICLE•Ethos•2024•Referencias: 42

    We use ethnographic observations, interviews, and surveys to illuminate video game-related gambling in India, where players use as currency decorative in-game weapon covers referred to as skins. We focus on gaming and gambling related to virtual items acquired in the popular shooter game Counter-Strike: Global Offensive, and our study unfolds among young adults who play in face-to-face centers called gaming lounges or zones. We consider how netwo…

Digital Games and Media (2 obras) · Gambling Behavior and Treatments (2 obras) · Psychology (2 obras) · Social Psychology (2 obras) · Sociology (2 obras) · Addiction (1 obras) · Anthropology (1 obras) · Business (1 obras) · Cinema and Media Studies (1 obras) · Clinical Psychology (1 obras)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae