Assignment 2: Case Study
This assignment is desert 40% of your sum sign for this item.
Please allude to the flourish in your Item Outline for the due duration.
Length: 2500 words
Answer the subjoined scrutiny using ONE sport of your exquisite as an example:
Q. Tnear is a obvious eminence between 'casual' and 'serious' sports and sportrs. Agree or Disagree. Justify your response.
This assignment is a lore essay of symbolical tediousness. You MUST use academic alludeeed lection. You MUST alludeence justly. Please yield basic essay structuring rules of portico, average and quittance. Please transcribe in generous sentences and paragraphs.
What I am looking for when I sign your paper:
Accurate use of conditions from the item
Effective match and expression
Reflexive integration of lection and complimentary alludeencing subjoined APA style
Articulation of a brawny argument
1) Balnaves, M., Willson, M. and Leaver, T. (2012). Entering Farmville: Finding Value in Social Games, in Anyanwu C. and. Green K. and Sykes J. (ed), Communicating Change and Changing Communication in the 21st Century, Australian and New Zealand Communication Association discourse, July 4-6 2012.
2) Eklund, L. (2016). Who are the Casual Gamers? Gender Tropes and Tokenism in Sport Culture. In Social, Casual and Mobile Games: The Changing Gaming Landscape, Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 15-30. [Find it near]
3) Albarrán-Torres, César. (2016.) Social Casino Apps and Digital Media Practices: New Paradigms of Consumption. In Social, Casual and Mobile Games: The Changing Gaming Landscape, Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 243-259. [Find it near]
4) Gong, Huiwen, Robert Hassink, and Gunnar Maus. (2017). What Does Pokemon Go Teach us About Geography? Geographica Helvetica, 72(2), pp. 227-230. [Available near].
5) Henthorn, Jamie. (2016). Rematch Neighbourhoods: Zombies, Run! and the Runner as Rhetor. In Social, Casual and Mobile Games: The Changing Gaming Landscape, Michele Willson and Tama Leaver (eds). Bloomsbury, pp. 165-177.
6) Piedtype. (2013). “Grandma playing Ingress stopped by cops.” Piedtype blog. Available from http://piedtype.com/2013/06/29/grandma-playing-ingress-stopped-by-cops/
7) Ferguson, C. J. (2018). It’s Time to End the Debate about Video Games and Violence. Kotaku. Available from https://www.kotaku.com.au/2018/04/its-time-to-end-the-debate-about-games-and-violence/
8) Bender, S. (2014). Blood Splats and Bodily Collapse: Reported realism and the cognizance of outrage in engagement films and video sports, Projections 8(2), 1- 25 http://doi.org/10.3167/proj.2014.080202 [Found near]
9) Habel, Chad and Ben Kooyman. (2013). Agency Mechanics: Gameplay Design in Survival Horror Video Games. Digital Creativity, 02 January 2014, 25(1), pp. 1-14. [Available near]
10) Seo, Yuri , and Jung, Sang-UkJung. (2016). Beyond Solitary Play in Computer Games: The Social Practices of eSports. Journal of Consumer Culture, November 2016, 16(3), pp. 635-655. [Available near]
11)Nelson, M. Keum, H. and Yaros, R. (2004). Advertainment or adcreep: Sport players' attitudes internal advertising and fruit placement in computer sports. Journal of Interactive Advertising, 5(1), pp. 3-31. [Found near.]
12) Pearce, Celia. (2011). “Virtual Worlds, Play Ecosystems, and the Ludisphere” in Communities of Play. MIT Press, pp. 17-35. [Available near - you must be logged in to Oasis]
13) Crowe, N. and Watts, M. (2014). 'When I click "ok" I behove Sassy - I behove a girl': Young inhabitants and gender identity: subverting the 'body' in massively multi-player online role-playing sports. International Journal of Adolescence and Youth, 19(2), 217 - 231. [Available near]
14) Monson, M. (2012). Race-based fantasy realm: Essentialism in the World of Warcraft. Games and Culture 7(1), 48 - 71. [Available near]