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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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The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game;
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, young adult novels, Facebook, MySpace, and YouTube. Offering a comprehensive overview of boyhood studies, chapters consider questions about the;
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, young adult novels, Facebook, MySpace, and YouTube. Offering a comprehensive overview of boyhood studies, chapters consider questions about the;
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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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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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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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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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investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through;
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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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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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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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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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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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examining video games, novels and novelizations, comics, advertising practices, television shows, aesthetic and economic decisions, fandom, and;
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(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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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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understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores;
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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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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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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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cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this;
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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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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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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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