Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Michael Hitchens

Biographic Data

ID131224
NAMEMichael Hitchens
GIVEN NAMESMichael
FAMILY NAMEHitchens
SIGNATUREHITCHENS M
AFFILIATIONSMacquarie University
ORCID0000-0001-6320-9184
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS9
WORKS AS AUTHOR5
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2006
LATEST PUBLICATION YEAR2021
H-INDEX2
  • Digital media impacts multiple aspects of self-representation

    Vince Polito, Michael Hitchens•ARTICLE•Psychology of Popular Media•2021

  • ESport and the exploitation of digital labour

    Chris Mccutcheon, Michael Hitchens•ARTICLE•The Journal of Fandom Studies•2020

    Our discussion overviews eSports’ connection to labour, work and the digital economy in an effort to situate and make contextual comment on those issues, finding that there is a particular concern in regard to the economic exploitation of fan-based digital labour, and specifically in relation to digital labour and streaming platforms. Our concern emerges from the powerless individuals of many of the aspirational eSports fan participants within th…

  • Reality and Terror, the First-Person Shooter in Current Day Settings

    Open Access•Michael Hitchens, Bronwin Patrickson et al.•ARTICLE•Games and Culture•2014•Cited by: 2•References: 16

    The first-person shooter (FPS), with its subjective view point and relentless action, gives its players an intense, often violent, virtual experience. There has been considerable debate about the effects of this mediated experience. Of particular concern is whether these games stage a propaganda campaign for the interests of governments and the military-industrial complex. Some fear that these games are leading us toward a perpetual state of war.…

  • Game Time

    Open Access•Anders Tychsen, Michael Hitchens•ARTICLE•Games and Culture•2009•Cited by: 3•References: 9

    Game time is a core feature of game design and study, and forms part of the gaming experience on a variety of levels. It can be viewed from multiple perspectives, for example, the time of the playing of the game or the flow of time in a game world. In this article, a comprehensive game time model based on empirical research as well as recent theory is presented. It proposes various perspectives on game time and integrates them to allow coherent r…

  • Live Action Role-Playing Games

    Open Access•Anders Tychsen, Michael Hitchens et al.•ARTICLE•Games and Culture•2006•Cited by: 4

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and …

  • Live Action Role-Playing Games

    Open Access•Anders Tychsen, Michael Hitchens et al.•ARTICLE•Games and Culture•2006•Cited by: 4

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and …

  • Game Time

    Open Access•Anders Tychsen, Michael Hitchens•ARTICLE•Games and Culture•2009•Cited by: 3•References: 9

    Game time is a core feature of game design and study, and forms part of the gaming experience on a variety of levels. It can be viewed from multiple perspectives, for example, the time of the playing of the game or the flow of time in a game world. In this article, a comprehensive game time model based on empirical research as well as recent theory is presented. It proposes various perspectives on game time and integrates them to allow coherent r…

  • Reality and Terror, the First-Person Shooter in Current Day Settings

    Open Access•Michael Hitchens, Bronwin Patrickson et al.•ARTICLE•Games and Culture•2014•Cited by: 2•References: 16

    The first-person shooter (FPS), with its subjective view point and relentless action, gives its players an intense, often violent, virtual experience. There has been considerable debate about the effects of this mediated experience. Of particular concern is whether these games stage a propaganda campaign for the interests of governments and the military-industrial complex. Some fear that these games are leading us toward a perpetual state of war.…

  • Live Action Role-Playing Games

    Open Access•Anders Tychsen, Michael Hitchens et al.•ARTICLE•Games and Culture•2006•Cited by: 4

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and …

  • Game Time

    Open Access•Anders Tychsen, Michael Hitchens•ARTICLE•Games and Culture•2009•Cited by: 3•References: 9

    Game time is a core feature of game design and study, and forms part of the gaming experience on a variety of levels. It can be viewed from multiple perspectives, for example, the time of the playing of the game or the flow of time in a game world. In this article, a comprehensive game time model based on empirical research as well as recent theory is presented. It proposes various perspectives on game time and integrates them to allow coherent r…

  • Reality and Terror, the First-Person Shooter in Current Day Settings

    Open Access•Michael Hitchens, Bronwin Patrickson et al.•ARTICLE•Games and Culture•2014•Cited by: 2•References: 16

    The first-person shooter (FPS), with its subjective view point and relentless action, gives its players an intense, often violent, virtual experience. There has been considerable debate about the effects of this mediated experience. Of particular concern is whether these games stage a propaganda campaign for the interests of governments and the military-industrial complex. Some fear that these games are leading us toward a perpetual state of war.…

  • ESport and the exploitation of digital labour

    Chris Mccutcheon, Michael Hitchens•ARTICLE•The Journal of Fandom Studies•2020

    Our discussion overviews eSports’ connection to labour, work and the digital economy in an effort to situate and make contextual comment on those issues, finding that there is a particular concern in regard to the economic exploitation of fan-based digital labour, and specifically in relation to digital labour and streaming platforms. Our concern emerges from the powerless individuals of many of the aspirational eSports fan participants within th…

  • Digital media impacts multiple aspects of self-representation

    Vince Polito, Michael Hitchens•ARTICLE•Psychology of Popular Media•2021

Computer Science (5 works) · Digital Games and Media (4 works) · Psychology (3 works) · World Wide Web (3 works) · Action (physics (2 works) · Artificial Intelligence (2 works) · Game mechanics (2 works) · Mathematics (2 works) · Multimedia (2 works) · Political science (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae