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Game Cultures

of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The;

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Children's Games in the New Media Age

contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's;

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Children's Games in the New Media Age

contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's;

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Computer Games and New Media Cultures

nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a;

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The Business and Culture of Digital Games

: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces;

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The Business and Culture of Digital Games

: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces;

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Games and Ethics

gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions;

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Game Invaders

Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet;

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Understanding Games and Game Cultures

explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for;

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Making New Media

, charting the dramatic rise of new media in schools. Work across a wide range of media is presented: computer animation, digital video and film;

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Making New Media

, charting the dramatic rise of new media in schools. Work across a wide range of media is presented: computer animation, digital video and film;

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New Media

' or 'creative economy'. In the second edition of New Media new material on computer games and Internet Law has been included, with particular;

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Computer Games as a Sociocultural Phenomenon: Games Without Frontiers - War Without Tears

of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive;

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Avatars of Story: Volume 17

grappling with semiotic media other than language and technology other than print, she reveals how story, a form of meaning that transcends cultures;

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Playing with Virtuality

Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media;

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The Philosophy of Computer Games

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however;

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Handbook of Computer Game Studies

New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the;

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New Media:An Introduction 2E P

context of the 'new' or 'creative economy'. In the second edition of New Media new material on computer games and Internet Law has been;

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Visual Digital Culture

character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks;

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Visual Digital Culture

character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks;

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Playing Video Games

games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm;

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Playing Video Games

games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm;

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Contemporary Topics in Computer Graphics and Games

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new;

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Using Computers across The Curriculum

learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a;

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Youth Fantasies

'; as manifested through the media of TV, film, and computer games. Unlike other media studies and education books, the authors employ both;

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How Computer Games Help Children Learn

think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban;

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Digital Generations

Computer games, the Internet, and other new communications media are often seen to pose threats and dangers to young people, but they also;

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