Pascaline Lorentz
Biographic Data
| ID | 367361 |
|---|---|
| NAME | Pascaline Lorentz |
| GIVEN NAMES | Pascaline |
| FAMILY NAME | Lorentz |
| SIGNATURE | LORENTZ P |
| AFFILIATIONS | Masaryk University, Czech Republic |
| ORCID | 0000-0002-4957-1627 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2017 |
| H-INDEX | 1 |
How to talk about videogames
Videogames are a mature media. With the average gamer being over 35 years old, players are aging, growing, and getting experienced. The accumulation of years spent playing along with the variety of
Playing videogames: The multidimensional media experience
Formes de l’autorégulation de la vie sociale des joueurs intensifs de Massively Multiplayer Online Games (MMOGs)
While perceptions of video gaming are moving from being suspicious to being enthralled, the fact remains that the social component of Massively Multiplayer Online Games is now the subject of most recent research. This article presents findings of research undertaken with intensive and formerly intensive gamers of MMOGs to shed light on the break in playing that they experienced. The objective was to better understand how intense gamers handle the…
The culture of digital fighting games. Performance and practice
The international release of the documentary ‘All work, all play’1 about eSports on 28 July in 28 countries proved that the audience of digital sports has gone global. Professional video gaming com
Everyday Friendships: Intimacy as Freedom in a Complex World
The collaborative creation of video games: A marriage for love
Marie-Claire Patron, The Legacy of the Baby Boomers or the French Social System? Issues of Equality and Brain Drain
Le dernier ouvrage de Marie-Claire Patron, chercheuse australienne d’origine franco-mauricienne porte sur une question brûlante touchant la société française et son avenir sur la scène internationale. Son livre présente les résultats d’une enquête empirique, menée sur plusieurs années. La chercheuse, spécialiste des questions interculturelles (Patron, 2007 ; 2009), enrichit ici sa réflexion en s’intéressant plus particulièrement aux raisons de la…
Marie-Claire Patron, The Legacy of the Baby Boomers or the French Social System? Issues of Equality and Brain Drain
Le dernier ouvrage de Marie-Claire Patron, chercheuse australienne d’origine franco-mauricienne porte sur une question brûlante touchant la société française et son avenir sur la scène internationale. Son livre présente les résultats d’une enquête empirique, menée sur plusieurs années. La chercheuse, spécialiste des questions interculturelles (Patron, 2007 ; 2009), enrichit ici sa réflexion en s’intéressant plus particulièrement aux raisons de la…
The collaborative creation of video games: A marriage for love
Formes de l’autorégulation de la vie sociale des joueurs intensifs de Massively Multiplayer Online Games (MMOGs)
While perceptions of video gaming are moving from being suspicious to being enthralled, the fact remains that the social component of Massively Multiplayer Online Games is now the subject of most recent research. This article presents findings of research undertaken with intensive and formerly intensive gamers of MMOGs to shed light on the break in playing that they experienced. The objective was to better understand how intense gamers handle the…
The culture of digital fighting games. Performance and practice
The international release of the documentary ‘All work, all play’1 about eSports on 28 July in 28 countries proved that the audience of digital sports has gone global. Professional video gaming com
Everyday Friendships: Intimacy as Freedom in a Complex World
How to talk about videogames
Videogames are a mature media. With the average gamer being over 35 years old, players are aging, growing, and getting experienced. The accumulation of years spent playing along with the variety of
Playing videogames: The multidimensional media experience
Sociology (6 works) · Digital Games and Media (5 works) · Computer Science (4 works) · Multimedia (4 works) · Psychology (4 works) · Art (2 works) · Educational Games and Gamification (2 works) · Humanities (2 works) · Impact of Technology on Adolescents (2 works) · Political science (2 works)