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, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as;
Vergelijkbare producten zoals Games of History
, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as;
Vergelijkbare producten zoals Games of History
the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History;
Vergelijkbare producten zoals History of Digital Games
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for;
Vergelijkbare producten zoals Digital Games as History
digital game, are now interchangeable. Digital Games: Computers at Play explains the history of digital games, explores how the games have;
Vergelijkbare producten zoals DIGITAL GAMES
look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game;
Vergelijkbare producten zoals Choosing and Using Digital Games in the Classroom
, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as;
Vergelijkbare producten zoals Digital Games and Learning
, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as;
Vergelijkbare producten zoals Digital Games and Learning
Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary;
Vergelijkbare producten zoals Evolutionary Psychology and Digital Games
Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first;
Vergelijkbare producten zoals The Players' Realm
work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible;
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While the assessment of digital games in Germany is framed by a high-culture critique, which regards them as an 'illegitimate' activity;
Vergelijkbare producten zoals 'Killer Games' Versus 'We Will Fund Violence'
This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started;
Vergelijkbare producten zoals The Golden Age of Video Games
This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started;
Vergelijkbare producten zoals The Golden Age of Video Games
of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as;
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cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as;
Vergelijkbare producten zoals An Introduction to Game Studies
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology;
Vergelijkbare producten zoals The Business and Culture of Digital Games
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology;
Vergelijkbare producten zoals The Business and Culture of Digital Games
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge;
Vergelijkbare producten zoals The Digital Role-Playing Game and Technical Communication
pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on;
Vergelijkbare producten zoals Global Games
pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on;
Vergelijkbare producten zoals Global Games
Digital Games and Learning is een boek van Tsung-Yen Chuang;
Vergelijkbare producten zoals Digital Games and Learning
immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the;
Vergelijkbare producten zoals Playing with the Past
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those;
Vergelijkbare producten zoals Handbook of Digital Games
the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall;
Vergelijkbare producten zoals Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
Vergelijkbare producten zoals Handbook of Research on Immersive Digital Games in Educational Environments
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