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Video games, contributors to RhetoricCompositionPlay assume, can be not only productive to play, but can greatly enhance;
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video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews;
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video games constitutes different performances of femininity, and what influences girls to play or not play video games. Through interviews;
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How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an;
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with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians;
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How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the;
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play Understand the draw of community and social networking within game worlds Consider the future of society and video games Targeted to;
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play your way through, The Little Book of Video Games offers a way for everyone to learn, share, and enjoy their favorite classic video games;
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Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player;
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Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such;
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Vergelijkbare producten zoals Why Video Games Are Addictive To Play, What Causes A Video Game Addiction, The Dangers Of Succumbing To A Video Game Addiction, How To End A Video Gam
Do you know anyone who loves to play video games? In Nolans opinion, video games are the ultimate, the absolute best way to spend an;
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Do you know anyone who loves to play video games? In Nolan's opinion, video games are the ultimate, the absolute best way to spend an;
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All Aimee wants to do is play video games. When her family holds a games night and everyone is having fun, will Aimee come and join them?;
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Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided;
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authors ask readers to consider larger questions about the medium: What defines a video game? Who plays games? Why do we play games? How do games;
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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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Using game theory and examples of actual games people play, Nobel laureate Manfred Eigen and Ruthild Winkler show how the elements;
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Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided;
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specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video;
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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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Bring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book;
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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;
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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;
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