A weak scientific basis for gaming disorder: Let us err on the side of caution AJ Van Rooij, CJ Ferguson, M Colder Carras, D Kardefelt-Winther, J Shi, ... Journal of behavioral addictions 7 (1), 1-9, 2018 | 353 | 2018 |
Assemblage, adaptation and apps: Smartphones and mobile gaming C Christensen, P Prax Continuum 26 (5), 731-739, 2012 | 67 | 2012 |
Leadership style in World of Warcraft raid guilds P Prax Proceedings of Nordic DiGRA 2010 Conference: Experiencing Games: Games, Play …, 2010 | 37 | 2010 |
Lost in translation: Video games becoming cultural heritage? L Eklund, B Sjöblom, P Prax Cultural Sociology 13 (4), 444-460, 2019 | 33 | 2019 |
A weak scientific basis for gaming disorder: Let us err on the side of caution AJ Von Rooji, CJ Ferguson, MC Carras, D Kardefelt-Winther, S Jing, ... Journal of behavioral addictions 7 (1), 1-9, 2018 | 29 | 2018 |
Rethinking game heritage–towards reflexivity in game preservation N Nylund, P Prax, O Sotamaa International Journal of Heritage Studies 27 (3), 268-280, 2021 | 27 | 2021 |
Co-creative Game Design as Participatory Alternative Media P Prax Informatics and Media, Uppsala University, 2016 | 22 | 2016 |
Co-creative interface development in MMORPGs–the case of World of Warcraft add-ons P Prax Journal of Gaming & Virtual Worlds 4 (1), 3-24, 2012 | 19 | 2012 |
Game design and business Model: An analysis of diablo 3 P Prax Proceedings of DiGRA 2013 conference, 2013 | 15 | 2013 |
Co-Creative game design in MMORPGs P Prax Proceedings of DiGRA 2015 Conference, 2015 | 13 | 2015 |
‘More like an arcade’–The limitations of playable games in museum exhibitions P Prax, L Eklund, B Sjöblom Museum & Society 17 (3), 437-452, 2019 | 11 | 2019 |
Is this still participation?: A case study of the disempowerment of player labourers P Prax DiGRA'19-Proceedings of the 2019 DiGRA International Conference: Game, Play …, 2019 | 6 | 2019 |
Co-creativity in online games as alternative media P Prax Questions de communication, 2016 | 6 | 2016 |
Drawing things together: Understanding the challenges and opportunities of a cross-lam approach to digital game preservation and exhibition P Prax, B Sjöblom, L Eklund, N Nylund, O Sköld | 5 | 2019 |
Problem gaming from the perspective of treatment P Prax, P Rajkowska Nordicom, 2018 | 5 | 2018 |
The commodification of play in Diablo 3–understanding the real money market place P Prax The Commodification of Play in Diablo, 2012 | 5 | 2012 |
GameOff: Moving Beyond the ‘Original Experience’in the Exhibition of Games P Prax, B Sjöblom, L Eklund SIRG Research Reports 2016, 1-17, 2016 | 4 | 2016 |
Boal on a Boat–Teaching Critical Game Making P Prax Proceedings of DiGRA 2020 Conference: Play Everywhere, 2020 | 3 | 2020 |
Between Global Competition, Marketing, Deviant Play, and Cheating: High-End Raiding in World of Warcraft P Prax Comunicazione Sociali,(1), 80-90, 2018 | 3 | 2018 |
Critical alternative journalism from the perspective of game journalists P Prax, A Soler Proceedings of DiGRA/FDG 2016 Conference, 2016 | 3 | 2016 |