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From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social;
Vergelijkbare producten zoals Playing Video Games
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social;
Vergelijkbare producten zoals Playing Video Games
Games Girls Play examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing;
Vergelijkbare producten zoals Games Girls Play
Games Girls Play examines the role that video games play in girls' lives, including how games structure girls' leisure time, how playing;
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understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support;
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Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational;
Vergelijkbare producten zoals Children, Gender, 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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Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various;
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-paper role-playing games. The resulting theoretical approach finds that narration, as a process, is intrinsic to video game playing;
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analysis of romance and sexuality in video games. Whether discussing casual sex in the Star Wars universe; analyzing various Otome games;
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narratives provided by emerging styles of video games can provide powerful lessons in listening to, accepting, and helping those often harmed or;
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of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing-and there is a 40;
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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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No contemporary form of pop culture has as large a social impact as video games, an entertainment industry whose yearly revenues continue;
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The book explores a number of debates about young children and multimedia, with particular reference to video games. It places issues;
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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors;
Vergelijkbare producten zoals The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on;
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How can video games challenge us to think more deeply about our reality, faith, and community? Since the advent of video games in the;
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Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages;
Vergelijkbare producten zoals Getting Gamers
Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages;
Vergelijkbare producten zoals Getting Gamers
Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their;
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aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are;
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shed light on the many important topics where law is playing an important role. In examining these issues, Video Games and the Law is both a;
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Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has;
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Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games;
Vergelijkbare producten zoals General Video Game Artificial Intelligence
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