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, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at;
Vergelijkbare producten zoals The Business and Culture of Digital Games
, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at;
Vergelijkbare producten zoals The Business and Culture of Digital Games
character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks;
Vergelijkbare producten zoals Visual Digital Culture
character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks;
Vergelijkbare producten zoals Visual Digital Culture
the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s;
Vergelijkbare producten zoals An Introduction to Game Studies
increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the;
Vergelijkbare producten zoals The Players' Realm
of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland;
Vergelijkbare producten zoals The Digital Role-Playing Game and Technical Communication
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and;
Vergelijkbare producten zoals Serious Play
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and;
Vergelijkbare producten zoals Serious Play
. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the;
Vergelijkbare producten zoals Archaeogaming
Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or;
Vergelijkbare producten zoals Methods for Studying Video Games and Religion
This book focuses on the meaning and experience of digital practice, emerging from work in the world of business and drawing on recent;
Vergelijkbare producten zoals Digital Cultures, Lived Stories and Virtual Reality
This book focuses on the meaning and experience of digital practice, emerging from work in the world of business and drawing on recent;
Vergelijkbare producten zoals Digital Cultures, Lived Stories and Virtual Reality
field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.;
Vergelijkbare producten zoals Games, Learning, And Society
field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.;
Vergelijkbare producten zoals Games, Learning, and Society
and their connection to things such as film, TV, and video games. All the while, acting as a travelogue by a long-time fan of comics and Comic;
Vergelijkbare producten zoals Comic Con & The Business Of Pop Culture
, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses;
Vergelijkbare producten zoals Games of History
, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses;
Vergelijkbare producten zoals Games of History
phenomena for our digital and increasingly virtual economy.;
Vergelijkbare producten zoals Confidence Games
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
Vergelijkbare producten zoals Digital Games and Learning
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
Vergelijkbare producten zoals Digital Games and Learning
look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game;
Vergelijkbare producten zoals Choosing and Using Digital Games in the Classroom
work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible;
Vergelijkbare producten zoals Games and Ethics
present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games;
Vergelijkbare producten zoals Artists Re
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic;
Vergelijkbare producten zoals Understanding Games and Game Cultures
games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most;
Vergelijkbare producten zoals Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
digital, context. In analyzing written and visual texts, such as the use of digital technology and animation in different works of art originating;
Vergelijkbare producten zoals Reconceptualizing the Digital Humanities in Asia
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