Saltar al contenido principal

ETHNOS_APP

Inicio • Búsqueda • Revistas • Lista 0

Matthew Spokes

Datos Biográficos

ID97239
NOMBREMatthew Spokes
NOMBRESMatthew
APELLIDOSpokes
FIRMASPOKES M
AFILIACIONESYork St John University
ORCID0000-0002-6456-3879
VERIFICADOSí
TOTAL DE OBRAS11
TOTAL DE CITAS16
TOTAL COMO AUTOR11
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2016
AÑO MÁS RECIENTE DE PUBLICACIÓN2024
ÍNDICE H3
  • I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Citada por: 1•Referencias: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong: Symbolic Interactionism and Online Social Video Games in the Age of Covid-19

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Citada por: 1•Referencias: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

  • Little data: Negotiating the ‘new normal’ with idiosyncratic and incomplete datasets

    Jack Denham, Matthew Spokes•ARTICLE•International Journal of Social…•2022•Referencias: 6

    In this paper we make a case for ‘Little Data’, which is real-time, self-collected, idiosyncratic datasets maintained by individuals about themselves on myriad topics. We develop and offer a methodology for combining these messy, highly personal insights, to make deductive observations about collective practices. In testing this approach, we use the case study of the 2020–21 stay-at-home orders imposed in the U.S.A., U.K., and Western Europe duri…

  • Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games

    Open Access•Matthew Spokes•BOOK•Gaming and the Virtual Sublime•2020

    Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactiv…

  • The right to the virtual city: Rural retreatism in open-world video games

    Open Access•Jack Denham, Matthew Spokes•ARTICLE•New Media & Society•2020•Citada por: 3•Referencias: 9

    This article uses Lefebvre’s spatial triad and his concept of The Right to the City to categorise open-world video games as contested virtual spatial experiences, interconnected with the non-virtual spaces in which they are produced and played and replete with the same spatial, capital forces of alienation to be negotiated and maintained. We use qualitative gameplay data ( n = 15), unpacking players’ journeys through Lefebvre’s conceived, lived a…

  • The Democratic People’s Republic of Korea, Procedural Rhetoric and the Military-Entertainment Complex: Two Case Studies from the War on Terror

    Open Access•Matthew Spokes•ARTICLE•Media War & Conflict•2019•Citada por: 1•Referencias: 16

    This article explores how the Democratic People’s Republic of North Korea is represented in video games developed and played during the height of the War on Terror. Drawing on Šisler’s article, ‘Digital Arabs: Representation in video games’ (2008) and Robinson’s articles ‘Videogames, persuasion and the War on Terror: Escaping or embedding the military-entertainment complex? (2012) and ‘Have you won the war on terror? Military videogames and the s…

  • The reification of structural violence in video games

    Open Access•Jack Denham, Steven Hirschler et al.•ARTICLE•Crime Media Culture An…•2019•Citada por: 2•Referencias: 12

    The Grand Theft Auto franchise features prominently within existing research exploring graphic, virtual, lawless, and damagingly realistic interpersonal violence within video games. Following a review of this literature, we empirically interrogate notions of the ‘realistic’ and the ‘violent’ during gameplay, finding that the undertones of systemic, structural, capitalistic violence are experienced by players as providing the gritty sense of the ‘…

  • Developing Interactive Elicitation: Social Desirability Bias and Capturing Play

    Open Access•Matthew Spokes, Jack Denham•ARTICLE•Qualitative Report•2019•Citada por: 3

    Drawing on research from a mixed-methods project on gaming we argue for a qualitative methodological approach called “interactive elicitation,” a form of data collection that combines elements of photo elicitation, interviewing and vignettes. After situating our broader research project exploring young people’s experiences of violent open-world video games, we outline the process of conducting interactive elicitation, arguing for a mixed-methods …

  • Thinking Outside the ‘Murder Box: Virtual Violence and Pro-social Action in Video Games

    Open Access•Jack Denham, Matthew Spokes•ARTICLE•The British Journal of Criminology•2018•Citada por: 5•Referencias: 5

    The 'murder box' is a virtual, lawless space where anything goes. According to Atkinson and Rodgers, when debauched and hedonistic experiences are combed-out of our everyday lives as society ascends a gradual arc of civility, voyeuristic, pleasure-seekers can live out their violent, sadistic fantasies. Atkinson and Rodgers apply this popular criminological metanarrative, rooted in Freud, Elias and Presdee, to violence in gaming. In the context of…

  • “War…war never changes”: Exploring explicit and implicit encounters with death in a post-apocalyptic gameworld

    Matthew Spokes•ARTICLE•Mortality•2017

    This paper explores how players of Fallout 4 discuss death in response to their interactions with the game and each other. Using Atkinson and Rodgers’ concept of the ‘murderbox’, a distinction is forwarded that details player engagement in relation to explicit and implicit encounters with representations of death. Two data sources are explored using discourse analysis: the first is a player-constructed narrative charting an individual’s experienc…

  • The music industry: Music in the cloud (DMS Digital Music and Society), Second edition

    Matthew Spokes•ARTICLE•Information Communication & Society•2016

  • Thinking Outside the ‘Murder Box: Virtual Violence and Pro-social Action in Video Games

    Open Access•Jack Denham, Matthew Spokes•ARTICLE•The British Journal of Criminology•2018•Citada por: 5•Referencias: 5

    The 'murder box' is a virtual, lawless space where anything goes. According to Atkinson and Rodgers, when debauched and hedonistic experiences are combed-out of our everyday lives as society ascends a gradual arc of civility, voyeuristic, pleasure-seekers can live out their violent, sadistic fantasies. Atkinson and Rodgers apply this popular criminological metanarrative, rooted in Freud, Elias and Presdee, to violence in gaming. In the context of…

  • The right to the virtual city: Rural retreatism in open-world video games

    Open Access•Jack Denham, Matthew Spokes•ARTICLE•New Media & Society•2020•Citada por: 3•Referencias: 9

    This article uses Lefebvre’s spatial triad and his concept of The Right to the City to categorise open-world video games as contested virtual spatial experiences, interconnected with the non-virtual spaces in which they are produced and played and replete with the same spatial, capital forces of alienation to be negotiated and maintained. We use qualitative gameplay data ( n = 15), unpacking players’ journeys through Lefebvre’s conceived, lived a…

  • Developing Interactive Elicitation: Social Desirability Bias and Capturing Play

    Open Access•Matthew Spokes, Jack Denham•ARTICLE•Qualitative Report•2019•Citada por: 3

    Drawing on research from a mixed-methods project on gaming we argue for a qualitative methodological approach called “interactive elicitation,” a form of data collection that combines elements of photo elicitation, interviewing and vignettes. After situating our broader research project exploring young people’s experiences of violent open-world video games, we outline the process of conducting interactive elicitation, arguing for a mixed-methods …

  • The reification of structural violence in video games

    Open Access•Jack Denham, Steven Hirschler et al.•ARTICLE•Crime Media Culture An…•2019•Citada por: 2•Referencias: 12

    The Grand Theft Auto franchise features prominently within existing research exploring graphic, virtual, lawless, and damagingly realistic interpersonal violence within video games. Following a review of this literature, we empirically interrogate notions of the ‘realistic’ and the ‘violent’ during gameplay, finding that the undertones of systemic, structural, capitalistic violence are experienced by players as providing the gritty sense of the ‘…

  • I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Citada por: 1•Referencias: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong: Symbolic Interactionism and Online Social Video Games in the Age of Covid-19

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Citada por: 1•Referencias: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

  • The Democratic People’s Republic of Korea, Procedural Rhetoric and the Military-Entertainment Complex: Two Case Studies from the War on Terror

    Open Access•Matthew Spokes•ARTICLE•Media War & Conflict•2019•Citada por: 1•Referencias: 16

    This article explores how the Democratic People’s Republic of North Korea is represented in video games developed and played during the height of the War on Terror. Drawing on Šisler’s article, ‘Digital Arabs: Representation in video games’ (2008) and Robinson’s articles ‘Videogames, persuasion and the War on Terror: Escaping or embedding the military-entertainment complex? (2012) and ‘Have you won the war on terror? Military videogames and the s…

  • The music industry: Music in the cloud (DMS Digital Music and Society), Second edition

    Matthew Spokes•ARTICLE•Information Communication & Society•2016

  • “War…war never changes”: Exploring explicit and implicit encounters with death in a post-apocalyptic gameworld

    Matthew Spokes•ARTICLE•Mortality•2017

    This paper explores how players of Fallout 4 discuss death in response to their interactions with the game and each other. Using Atkinson and Rodgers’ concept of the ‘murderbox’, a distinction is forwarded that details player engagement in relation to explicit and implicit encounters with representations of death. Two data sources are explored using discourse analysis: the first is a player-constructed narrative charting an individual’s experienc…

  • Thinking Outside the ‘Murder Box: Virtual Violence and Pro-social Action in Video Games

    Open Access•Jack Denham, Matthew Spokes•ARTICLE•The British Journal of Criminology•2018•Citada por: 5•Referencias: 5

    The 'murder box' is a virtual, lawless space where anything goes. According to Atkinson and Rodgers, when debauched and hedonistic experiences are combed-out of our everyday lives as society ascends a gradual arc of civility, voyeuristic, pleasure-seekers can live out their violent, sadistic fantasies. Atkinson and Rodgers apply this popular criminological metanarrative, rooted in Freud, Elias and Presdee, to violence in gaming. In the context of…

  • The Democratic People’s Republic of Korea, Procedural Rhetoric and the Military-Entertainment Complex: Two Case Studies from the War on Terror

    Open Access•Matthew Spokes•ARTICLE•Media War & Conflict•2019•Citada por: 1•Referencias: 16

    This article explores how the Democratic People’s Republic of North Korea is represented in video games developed and played during the height of the War on Terror. Drawing on Šisler’s article, ‘Digital Arabs: Representation in video games’ (2008) and Robinson’s articles ‘Videogames, persuasion and the War on Terror: Escaping or embedding the military-entertainment complex? (2012) and ‘Have you won the war on terror? Military videogames and the s…

  • The reification of structural violence in video games

    Open Access•Jack Denham, Steven Hirschler et al.•ARTICLE•Crime Media Culture An…•2019•Citada por: 2•Referencias: 12

    The Grand Theft Auto franchise features prominently within existing research exploring graphic, virtual, lawless, and damagingly realistic interpersonal violence within video games. Following a review of this literature, we empirically interrogate notions of the ‘realistic’ and the ‘violent’ during gameplay, finding that the undertones of systemic, structural, capitalistic violence are experienced by players as providing the gritty sense of the ‘…

  • Developing Interactive Elicitation: Social Desirability Bias and Capturing Play

    Open Access•Matthew Spokes, Jack Denham•ARTICLE•Qualitative Report•2019•Citada por: 3

    Drawing on research from a mixed-methods project on gaming we argue for a qualitative methodological approach called “interactive elicitation,” a form of data collection that combines elements of photo elicitation, interviewing and vignettes. After situating our broader research project exploring young people’s experiences of violent open-world video games, we outline the process of conducting interactive elicitation, arguing for a mixed-methods …

  • Gaming and the Virtual Sublime: Rhetoric, Awe, Fear, and Death in Contemporary Video Games

    Open Access•Matthew Spokes•BOOK•Gaming and the Virtual Sublime•2020

    Can you have a transformative experience as a result of falling through a programming error in the latest triple-A title? Does looking out across a vast virtual vista of undulating mountains and tumultuous seas edge you closer to the sublime? In an effort to answer these sorts of questions, Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactiv…

  • The right to the virtual city: Rural retreatism in open-world video games

    Open Access•Jack Denham, Matthew Spokes•ARTICLE•New Media & Society•2020•Citada por: 3•Referencias: 9

    This article uses Lefebvre’s spatial triad and his concept of The Right to the City to categorise open-world video games as contested virtual spatial experiences, interconnected with the non-virtual spaces in which they are produced and played and replete with the same spatial, capital forces of alienation to be negotiated and maintained. We use qualitative gameplay data ( n = 15), unpacking players’ journeys through Lefebvre’s conceived, lived a…

  • Little data: Negotiating the ‘new normal’ with idiosyncratic and incomplete datasets

    Jack Denham, Matthew Spokes•ARTICLE•International Journal of Social…•2022•Referencias: 6

    In this paper we make a case for ‘Little Data’, which is real-time, self-collected, idiosyncratic datasets maintained by individuals about themselves on myriad topics. We develop and offer a methodology for combining these messy, highly personal insights, to make deductive observations about collective practices. In testing this approach, we use the case study of the 2020–21 stay-at-home orders imposed in the U.S.A., U.K., and Western Europe duri…

  • I wasn’t me, grieving in my room. I was Spiderman’: Gaming, loss and self-care following Covid-19

    Open Access•Matthew Spokes, Jack Denham et al.•ARTICLE•Mortality•2024•Citada por: 1•Referencias: 10

    Building on Stroebe and Schut’s (1999) ‘dual process model’ (DPM), this paper draws on data from a survey of young people who identify as regular gamers (n=450) and semi-structured follow-up interviews (n=20) to understand video games as a form of self-care, and the positive and problematic encounters gamers experience in relation to immersion and escapism. The work is situated in relation to game/leisure studies, and extant research on different…

  • You Feel Like You've Found a Place Where You Belong: Symbolic Interactionism and Online Social Video Games in the Age of Covid-19

    Open Access•Caitlin Veal, Matt Coward-Gibbs et al.•ARTICLE•Games and Culture•2024•Citada por: 1•Referencias: 42

    This paper investigates how players perceive and understand the sociality afforded by online social video games (OSGs), framed by the COVID-19 pandemic. Utilizing data from semi-structured interviews ( n = 20), we apply Blumer's concept of symbolic interactionism to explore the ways in which video games take on new meanings in co-constructed, collaborative and contributory digital spaces. We argue (a) that games offer a meaningful social experien…

Digital Games and Media (8 obras) · Sociology (8 obras) · Psychology (7 obras) · Social Psychology (6 obras) · Social Psychology (6 obras) · Computer Science (5 obras) · Law (5 obras) · Political science (5 obras) · Aesthetics (4 obras) · Law (4 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