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How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an;
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What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural;
Vergelijkbare producten zoals The Psychology of Video Games
What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural;
Vergelijkbare producten zoals The Psychology of Video Games
scientific processes of corporeal virtualization, linked to video games, have interfered in the constitution of the bodies and what implications are;
Vergelijkbare producten zoals New Studies on Video Games and Health
Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral;
Vergelijkbare producten zoals Video Games, Violence, and the Ethics of Fantasy
Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral;
Vergelijkbare producten zoals Video Games, Violence, and the Ethics of Fantasy
In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games;
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Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers;
Vergelijkbare producten zoals The Evolution and Social Impact of Video Game Economics
Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers;
Vergelijkbare producten zoals Evolution and Social Impact Video Game
Video games are not necessarily uniform in the lessons they teach players. Indeed, even violent video games are not simply hotbeds;
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be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional;
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research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on;
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analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games;
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The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be;
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This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing;
Vergelijkbare producten zoals Video Game Influences on Aggression, Cognition, and Attention
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing;
Vergelijkbare producten zoals Video Game Influences on Aggression, Cognition, and Attention
How can video games be fun and immerse players in fantastic worlds where anything seems possible? How can they be so engaging to have;
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, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can;
Vergelijkbare producten zoals Learning to Play
, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can;
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No contemporary form of pop culture has as large a social impact as video games, an entertainment industry whose yearly revenues continue;
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From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they;
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An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular;
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video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and;
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This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical;
Vergelijkbare producten zoals A Multimodal Approach to Video Games and the Player Experience
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical;
Vergelijkbare producten zoals A Multimodal Approach to Video Games and the Player Experience
Games Girls Play examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing;
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