<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1692-715X</journal-id>
<journal-title><![CDATA[Revista Latinoamericana de Ciencias Sociales, Niñez y Juventud]]></journal-title>
<abbrev-journal-title><![CDATA[Rev.latinoam.cienc.soc.niñez juv]]></abbrev-journal-title>
<issn>1692-715X</issn>
<publisher>
<publisher-name><![CDATA[Centro de Estudios Avanzados en Niñez y Juventud Cinde - Universidad de Manizales]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1692-715X2024000300073</article-id>
<article-id pub-id-type="doi">10.11600/rlcsnj.22.3.6565</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[(Re)construcción de identidades de género en jóvenes en comunidades de videojuegos]]></article-title>
<article-title xml:lang="en"><![CDATA[(Re)construction of gender identities by young people in video game communities]]></article-title>
<article-title xml:lang="pt"><![CDATA[(Re)construção de identidades de gênero em jovens em comunidades de videogames]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Alabau-Tejada]]></surname>
<given-names><![CDATA[Nuria]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gómez-Sota]]></surname>
<given-names><![CDATA[Fátima]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[García-Ull]]></surname>
<given-names><![CDATA[Francisco José]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Europea de Valencia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>España</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Europea de Valencia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>España</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Europea de Valencia  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>España</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>22</volume>
<numero>3</numero>
<fpage>73</fpage>
<lpage>94</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S1692-715X2024000300073&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S1692-715X2024000300073&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S1692-715X2024000300073&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen (analítico) Entre las diferentes plataformas de ocio digital, los videojuegos destacan por ser uno de los principales entornos de entretenimiento para jóvenes. Estos generan nuevas formas de socializar en comunidades virtuales, en las que es viable (re)construir identidades de género. Presentamos en este artículo los resultados obtenidos del estudio cualitativo basado en grupos de discusión con jóvenes universitarios españoles de la generación Z. Los datos analizados identifican distintas formas de socializar entre géneros en las comunidades de videojuegos, y muestran cómo quienes juegan escogen personajes/skins construyendo identidades distintas a las de su género, o bien, reproduciéndolas. Constatamos la persistencia de estereotipos reflejados en los personajes femeninos, visible en los discursos recogidos. Finalmente, vislumbramos la posibilidad de que estas plataformas se conviertan en nuevos espacios de sociabilidad más plurales e inclusivos.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract (analytical) Among the different digital leisure platforms, video games are one of the primary entertainment environments for young people. Video games generate new ways of socializing in digital communities through which gender identities are (re)constructed. This article presents the results of a qualitative study carried out using focus groups with Generation Z university students in Spain. The data analysis identified the different forms of socializing between genders that occur in video game communities, specifically how players choose characters/skins to construct identities that are either different to their offline gender or reproduce it. The persistence of stereotypes assigned to female characters, which is visible in the collected data, was notable. Finally, participants highlighted the possibility of these platforms becoming new, more plural and inclusive social spaces.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo (analítico) Entre as diferentes plataformas digitais de lazer, os videogames se destacam como um dos principais ambientes de entretenimento para os jovens. Eles geram novas formas de socialização em comunidades virtuais, nas quais as identidades de gênero são (re)construídas. São apresentados os resultados obtidos em um estudo qualitativo baseado em grupos focais com jovens universitários espanhóis da geração Z. Os dados analisados identificam diferentes formas de socialização entre os gêneros nas comunidades de videogames e mostram como os jogadores escolhem personagens/ peletes que constroem identidades diferentes das de seu gênero ou as reproduzem. A persistência de estereótipos refletidos nas personagens femininas é visível nos discursos coletados. Por fim, vislumbrase a possibilidade de essas plataformas se tornarem novos espaços de sociabilidade, mais plurais e inclusivos.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Videojuego]]></kwd>
<kwd lng="es"><![CDATA[estereotipo]]></kwd>
<kwd lng="es"><![CDATA[identidad]]></kwd>
<kwd lng="es"><![CDATA[comunidad]]></kwd>
<kwd lng="en"><![CDATA[Video games]]></kwd>
<kwd lng="en"><![CDATA[stereotypes]]></kwd>
<kwd lng="en"><![CDATA[identities]]></kwd>
<kwd lng="en"><![CDATA[communities]]></kwd>
<kwd lng="pt"><![CDATA[Videogames]]></kwd>
<kwd lng="pt"><![CDATA[estereótipos]]></kwd>
<kwd lng="pt"><![CDATA[identidade]]></kwd>
<kwd lng="pt"><![CDATA[comunidades]]></kwd>
</kwd-group>
</article-meta>
</front><back>
<ref-list>
<ref id="B1">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Alabau-Tejada]]></surname>
<given-names><![CDATA[N.]]></given-names>
</name>
<name>
<surname><![CDATA[García-Ull]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Gómez-Sota]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Select player: definición del perfil medio gamer del gen Z]]></article-title>
<person-group person-group-type="editor">
<name>
<surname><![CDATA[Sierra-Sánchez]]></surname>
<given-names><![CDATA[J]]></given-names>
</name>
</person-group>
<source><![CDATA[Los videojuegos en la sociedad de la información]]></source>
<year>2022</year>
<page-range>281-93</page-range><publisher-name><![CDATA[McGraw-Hill]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B2">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Alba]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[¿Pegados a la pantalla?: videojuegos en la vida cotidiana de niños, niñas y jóvenes de Bogotá]]></article-title>
<source><![CDATA[Revista Latinoamericana de Ciencias Sociales, Niñez y Juventud]]></source>
<year>2012</year>
<volume>8</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>65-77</page-range></nlm-citation>
</ref>
<ref id="B3">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Anderson]]></surname>
<given-names><![CDATA[S. L.]]></given-names>
</name>
<name>
<surname><![CDATA[Johnson]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamer identities of video game live streamers with disabilities]]></article-title>
<source><![CDATA[Information, Communication &amp; Society]]></source>
<year>2021</year>
<volume>25</volume>
<numero>13</numero>
<issue>13</issue>
<page-range>1900-15</page-range></nlm-citation>
</ref>
<ref id="B4">
<nlm-citation citation-type="">
<collab>Asociación Española de Videojuegos</collab>
<source><![CDATA[La industria del videojuego en España: Anuario 2022]]></source>
<year>2022</year>
</nlm-citation>
</ref>
<ref id="B5">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Barba]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Valenzuela]]></surname>
<given-names><![CDATA[I.]]></given-names>
</name>
</person-group>
<source><![CDATA[Entender hoy a la generación Z es vislumbrar un futuro radicalmente diferente]]></source>
<year>2024</year>
<month>,</month>
<publisher-name><![CDATA[Telefónica]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B6">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Barr]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Copeland-Stewart]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Playing video games during the COVID-19 pandemic and effects on players&#8217; well-Being]]></article-title>
<source><![CDATA[Games and Culture]]></source>
<year>2021</year>
<volume>17</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>122-39</page-range></nlm-citation>
</ref>
<ref id="B7">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Bottaro]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Faraci]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[The use of social networking sites and its impact on adolescents&#8217; emotional well-being: A scoping review]]></article-title>
<source><![CDATA[Current Addiction Reports]]></source>
<year>2022</year>
<volume>9</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>518-39</page-range></nlm-citation>
</ref>
<ref id="B8">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Calabrese]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Cetratelli]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Orellana]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Quirno]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Género y videojuegos: cultura gamer en foco]]></article-title>
<source><![CDATA[Quaderns d&#8217;Animació i Educació Social]]></source>
<year>2020</year>
<volume>33</volume>
<page-range>1-21</page-range></nlm-citation>
</ref>
<ref id="B9">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Calderón]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Gómez]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<source><![CDATA[Consumir, crear, jugar: panorámica del ocio digital de la juventud]]></source>
<year>2022</year>
<publisher-name><![CDATA[Centro Reina Sofía sobre Adolescencia y Juventud]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B10">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Caro]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Marambio-Tapia]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Off/On: la construcción de la identidad virtual a través de la socialización por videojuegos y la producción de nuevas relaciones sociales en los márgenes de lo virtual y lo no virtual]]></article-title>
<source><![CDATA[Plural]]></source>
<year>2023</year>
<volume>30</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>149-68</page-range></nlm-citation>
</ref>
<ref id="B11">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Cordero]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Silva]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Pérez]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Gómez]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
</person-group>
<source><![CDATA[El Challenge Based Research (CBR) como reto pedagógico: la investigación en criminología llevada a la docencia]]></source>
<year>2021</year>
<publisher-name><![CDATA[Aula Magna]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B12">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[De lucas]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Ortí]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Génesis y desarrollo de la práctica del grupo de discusión: fundamentación metodológica de la investigación social cualitativa]]></article-title>
<source><![CDATA[Investigación y Marketing]]></source>
<year>1995</year>
<volume>47</volume>
<page-range>6-9</page-range></nlm-citation>
</ref>
<ref id="B13">
<nlm-citation citation-type="book">
<collab>Generacciona</collab>
<source><![CDATA[Generación Z]]></source>
<year>2022</year>
<publisher-name><![CDATA[Generacciona]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B14">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Giddens]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
<name>
<surname><![CDATA[Sutton]]></surname>
<given-names><![CDATA[P. W.]]></given-names>
</name>
</person-group>
<source><![CDATA[Sociología]]></source>
<year>2022</year>
<publisher-name><![CDATA[Alianza Editorial]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B15">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gómez]]></surname>
<given-names><![CDATA[M. A.]]></given-names>
</name>
<name>
<surname><![CDATA[Calderón]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
</person-group>
<source><![CDATA[Videojuegos y jóvenes: lugares, experiencias y tensiones]]></source>
<year>2023</year>
<publisher-name><![CDATA[Centro Reina Sofía de FAD Juventud]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B16">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[González-Sancho]]></surname>
<given-names><![CDATA[R.]]></given-names>
</name>
<name>
<surname><![CDATA[Obando-Reyes]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Mujeres y videojuegos: ¿un mundo de trabajo en transformación?]]></article-title>
<source><![CDATA[Repertorio Americano]]></source>
<year>2023</year>
<volume>31</volume>
<page-range>169-85</page-range></nlm-citation>
</ref>
<ref id="B17">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Kelly]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Easpaig]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
<name>
<surname><![CDATA[Castillo]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[«You game like a girl»: Perceptions of gender and competence in gaming]]></article-title>
<source><![CDATA[Games and Culture]]></source>
<year>2022</year>
<volume>18</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>62-78</page-range></nlm-citation>
</ref>
<ref id="B18">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Kuss]]></surname>
<given-names><![CDATA[D. J.]]></given-names>
</name>
<name>
<surname><![CDATA[Kristensen]]></surname>
<given-names><![CDATA[A. M.]]></given-names>
</name>
<name>
<surname><![CDATA[Williams]]></surname>
<given-names><![CDATA[A. J.]]></given-names>
</name>
<name>
<surname><![CDATA[López-Fernández]]></surname>
<given-names><![CDATA[O.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[To be or not to be a female gamer: A qualitative exploration of female gamer identity]]></article-title>
<source><![CDATA[International Journal of Environmental Research and Public Health]]></source>
<year>2022</year>
<volume>19</volume>
<numero>3</numero>
<issue>3</issue>
<page-range>1169</page-range></nlm-citation>
</ref>
<ref id="B19">
<nlm-citation citation-type="">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Leonhardt]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Overå]]></surname>
<given-names><![CDATA[S]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Are there differences in video gaming and use of social media among boys and Girls?-A mixed methods approach]]></article-title>
<source><![CDATA[International Journal of Environmental Research and Public Health]]></source>
<year>2021</year>
<volume>18</volume>
<numero>11</numero>
<issue>11</issue>
<page-range>6085</page-range></nlm-citation>
</ref>
<ref id="B20">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Mendoza]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Morgade]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Aproximación cualitativa y de género a los juegos de azar en los adolescentes y jóvenes]]></article-title>
<source><![CDATA[Revista Española de Drogodependencias]]></source>
<year>2021</year>
<volume>46</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>88-98</page-range></nlm-citation>
</ref>
<ref id="B21">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Mouret]]></surname>
<given-names><![CDATA[S. G.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Los auténticos nativos digitales: ¿estamos preparados para la gene-ración Z?: «la generación Z desde la generación Z»]]></article-title>
<source><![CDATA[Revista de Estudios de Juventud]]></source>
<year>2016</year>
<volume>114</volume>
<page-range>157-70</page-range></nlm-citation>
</ref>
<ref id="B22">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Paredes]]></surname>
<given-names><![CDATA[G.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Análisis de la imagen de la mujer transmitida en las actuales carátulas de videojuego]]></article-title>
<source><![CDATA[Ámbitos. Revista Internacional de Comunicación]]></source>
<year>2018</year>
<volume>40</volume>
<page-range>1-10</page-range></nlm-citation>
</ref>
<ref id="B23">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ramello]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
<name>
<surname><![CDATA[Merino]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Reflexiones y lineamientos para una investigación ética en Ciencias Sociales]]></article-title>
<source><![CDATA[cuaderno de trabajo]]></source>
<year>2019</year>
<numero>52</numero>
<issue>52</issue>
<publisher-name><![CDATA[Pontificia Universidad Católica del Perú]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B24">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Rennick]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
<name>
<surname><![CDATA[Clinton]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<name>
<surname><![CDATA[Ioannidou]]></surname>
<given-names><![CDATA[E.]]></given-names>
</name>
<name>
<surname><![CDATA[Oh]]></surname>
<given-names><![CDATA[L.]]></given-names>
</name>
<name>
<surname><![CDATA[Clooney]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
<name>
<surname><![CDATA[Healy]]></surname>
<given-names><![CDATA[E.]]></given-names>
</name>
<name>
<surname><![CDATA[Roberts]]></surname>
<given-names><![CDATA[S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gender bias in video game dialogue]]></article-title>
<source><![CDATA[Royal Society Open Science]]></source>
<year>2023</year>
<volume>10</volume>
<numero>5</numero>
<issue>5</issue>
</nlm-citation>
</ref>
<ref id="B25">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ruberg]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
</person-group>
<source><![CDATA[The queer games avantgarde: How LGBTQ game makers are reimagining the medium of video games]]></source>
<year>2020</year>
<publisher-name><![CDATA[Duke University Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B26">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Shan]]></surname>
<given-names><![CDATA[H.]]></given-names>
</name>
<name>
<surname><![CDATA[Pi]]></surname>
<given-names><![CDATA[W.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Mitigating panic buying behavior in the epidemic: An evolutionary game perspective]]></article-title>
<source><![CDATA[Journal of Retailing and Consumer Services]]></source>
<year>2023</year>
<volume>73</volume>
<page-range>103364</page-range></nlm-citation>
</ref>
<ref id="B27">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Vilasís-Pamos]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<name>
<surname><![CDATA[Pires]]></surname>
<given-names><![CDATA[F.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[How do teens define what it means to be a gamer?: Mapping teens&#8217; video game practices and cultural imaginaries from a gender and sociocultural perspective]]></article-title>
<source><![CDATA[Information, Communication &amp; Society]]></source>
<year>2021</year>
<volume>25</volume>
<numero>12</numero>
<issue>12</issue>
<page-range>1735-51</page-range></nlm-citation>
</ref>
<ref id="B28">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Wang]]></surname>
<given-names><![CDATA[B.]]></given-names>
</name>
<name>
<surname><![CDATA[Gao]]></surname>
<given-names><![CDATA[Z.]]></given-names>
</name>
<name>
<surname><![CDATA[Shidujaman]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Meaningful place: A phenomenological approach to the design of spatial experience in open-world games]]></article-title>
<source><![CDATA[Games and Culture]]></source>
<year>2023</year>
<volume>19</volume>
<numero>5</numero>
<issue>5</issue>
<page-range>11-33</page-range></nlm-citation>
</ref>
<ref id="B29">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Wong]]></surname>
<given-names><![CDATA[M. Y.]]></given-names>
</name>
<name>
<surname><![CDATA[Chung]]></surname>
<given-names><![CDATA[P.-K.]]></given-names>
</name>
<name>
<surname><![CDATA[Ou]]></surname>
<given-names><![CDATA[K.]]></given-names>
</name>
<name>
<surname><![CDATA[Leung]]></surname>
<given-names><![CDATA[K.-N.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Perception of Hong Kong teenagers and young adults on esports participation: A qualitative study using theory of planned behavior]]></article-title>
<source><![CDATA[Frontiers in Psychology]]></source>
<year>2021</year>
<volume>12</volume>
<page-range>25-43</page-range></nlm-citation>
</ref>
</ref-list>
</back>
</article>
