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detailed case studies of a range of video games, and summarises recent educational research. As with all the guides in this series, this title;
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For students ranging from young learners to adults, New Ways in Teaching with Games offers more than 90 fresh activities'each with video;
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, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts;
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, focus groups, and qualitative content analyses, this book analyzes girls' involvement with video games. It also examines different contexts;
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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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of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not;
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Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that;
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Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning;
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Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning;
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in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's;
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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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with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows;
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What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural;
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their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the;
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familiarity with the commercial and organizational aspects of the game industry * Trace the history of video games from Pong to Playstation 3 and;
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career in video games by teaching how to make your portfolio shine, what expect once hired, and how to make the best decisions to help flourish;
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The author is a leading expert on teaching history with games and on historical games studies It offers very practical and;
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The author is a leading expert on teaching history with games and on historical games studies It offers very practical and;
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about the history and evolution of video games, as well as its significance in popular culture, this charming package comes packed with engaging;
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, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games;
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Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an;
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Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an;
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addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined;
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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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The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading;
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The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading;
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