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and are an important part of many gaming destinations. This book explores the tourist experience in entertainment destinations. It introduces;
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and are an important part of many gaming destinations. This book explores the tourist experience in entertainment destinations. It introduces;
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portal based. Digital Entertainment incorporates Internet-based gaming, remote gaming, online applications for TV, music, and films fans, and;
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' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge;
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' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge;
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The future of entertainment is here. Computers have outsmarted expert chess champions, and gaming software knows how to adapt to your;
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The future of entertainment is here. Computers have outsmarted expert chess champions, and gaming software knows how to adapt to your;
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Computer Entertainment and Blizzard Entertainment are adopting, with the discussion of some risks according to the growth of the gaming industry;
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growth of mobile gaming and online gaming. Producing and selling successful video games is a huge collaborative effort, often requiring the;
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As video gaming and video gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each;
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application in a wide range of disciplines. The popularity of entertainment gaming over the last decades has more recently led to the use of games for;
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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;
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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;
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Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form;
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Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form;
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This is the first book written on using Blender (an open-source visualization suite widely used in the entertainment and gaming industries;
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This series will help students to be informed, discerning media consumers in an exciting, culturally;...
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innovative ideas that will advance the exciting field of online gaming and entertainment.;
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innovative ideas that will advance the exciting field of online gaming and entertainment.;
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Examining the relationship between women and computer games, this intriguing study of the computer gaming industry explains why such games;
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Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful;
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Multiplayer Online Games (MOGs) have become a new genre of play culture, integrating communication and entertainment in a playful;
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Entertainment Marketing NOW: Every Platform, Technology, and Opportunity Covers film, cable, broadcast, music, sports;
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makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on;
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gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology;
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be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the;
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