Digital Games as Safe Places: The Case of Animal Crossing
Digital games have become a popular cultural pastime and a profitable media industry, with an average player age of 32. During the lockdown years, the many facets of digital games came to light, particularly their capacity to encourage the development of safe spaces for interaction and communities....
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Main Authors: | Ferreira Cátia, Ganito Carla, Gonçalves Soraia |
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Format: | Article |
Language: | English |
Published: |
De Gruyter
2025-01-01
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Series: | Open Cultural Studies |
Subjects: | |
Online Access: | https://doi.org/10.1515/culture-2024-0033 |
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