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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those;
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research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
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aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and;
Vergelijkbare producten zoals Computer Games and New Media Cultures
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
Vergelijkbare producten zoals Digital Games and Learning
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a;
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The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or;
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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first;
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Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic;
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digital game, are now interchangeable. Digital Games: Computers at Play explains the history of digital games, explores how the games have;
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Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary;
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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst;
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New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the;
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Digital Games and Learning is een boek van Tsung-Yen Chuang;
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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;
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The Oxford Handbook of Sound and Image in Digital Media surveys the contemporary landscape of audiovisual media. Contributors to the volume;
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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
The early days when digital games were new, harmless and niche are long gone. Today's games can simulate battlefields, predict disaster;
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Games, their athletes and institutions.;
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This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling;
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This handbook provides a systematic overview of the present state of international research in digital public history. Individual studies;
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Gamester's Handbook 2 is a collection of 89 tried-and-tested games for developing self-awareness, confidence, decision-making skills, trust;
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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
The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media;
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The new edition of The Digital Media Handbook presents an essential guide to the historical and theoretical development of digital media;
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