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Narrative Pleasures in Young Adult Novels, Films, and Video Games

encounter. In this book, twelve young people read a novel, watch a film and play a video game from beginning to end. Their responses inform a new;

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Video Game Narrative and Criticism

The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game;

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Mediated Boyhoods

, young adult novels, Facebook, MySpace, and YouTube. Offering a comprehensive overview of boyhood studies, chapters consider questions about the;

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Mediated Boyhoods

, young adult novels, Facebook, MySpace, and YouTube. Offering a comprehensive overview of boyhood studies, chapters consider questions about the;

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Coin-Operated Americans

technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari's Pong in 1972;

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Coin-Operated Americans

technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari's Pong in 1972;

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Science Fiction Video Games

Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part;

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Destructive Sublime

like Call of Duty. Allison locates some of video games' glorification of violence, disruptive audiovisual style, and bodily sensation in even;

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Rhetoric/Composition/Play through Video Games

investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through;

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What's New In Young Adult Novels 2010

A one stop resource for all the latest in the rapidly growing genres of Young Adult literature. What's New In Young Adult Novels? can;

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Queer Anxieties of Young Adult Literature and Culture

Young adult literature featuring LGBTQ characters is booming. In the 1980s and 1990s, only a handful of such titles were published every;

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Queer Anxieties of Young Adult Literature and Culture

of young adult books; Caper in the Castro, the first-ever queer video game; online fan communities; and popular television series Glee and Big;

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Immigration Narratives in Young Adult Literature

American soil. And books about the immigrant experience-aimed at both adults and youth-are published with a fair amount of frequency;

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Video Games and Storytelling

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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Star Wars and the history of transmedia storytelling

examining video games, novels and novelizations, comics, advertising practices, television shows, aesthetic and economic decisions, fandom, and;

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Sword Art Online 43 Success Secrets - 43 Most Asked Questions on Sword Art Online - What You Need to Know

(director) - TV productions, Yen Press - Light Novels, Sword Art Online - Manga, Sword Art Online - Video games, List of Sword Art Online characters;

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Reading in the Dark

Dark novels, shows, and films targeted toward children and young adults are proliferating wildly. It is even more crucial now to understand;

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Digital Games as History

understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores;

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Video Game Play And Addiction

video games. Kourosh Dini, MD, a child, adolescent, and adult psychiatrist and gamer, has researched video gaming and presents a balanced and;

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Cyberpunk and Visual Culture

energy of today's video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close;

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Cyberpunk and Visual Culture

energy of today's video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close;

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Video Games

cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this;

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Youth, Popular Culture and Moral Panics

The international controversy (highlighted in Britain by the Bulger case) over the relationship between video nasties and crime is one that;

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Video Games for Health

educators and others with an agenda for educating young people are well aware that this group buys video games and spends a lot of time playing them;

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War/Play

/Play critically examines the role that militarized video games such as Call of Duty play in the lives of young people and the impact these;

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War/Play

/Play critically examines the role that militarized video games such as Call of Duty play in the lives of young people and the impact these;

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The Meaning of Video Games

applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Facade, Nintendo's Wii, and Will;

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