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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;

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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;

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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;

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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;

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An Introduction to Game Studies

the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s;

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The Players' Realm

increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the;

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The Digital Role-Playing Game and Technical Communication

of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland;

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Serious Play

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and;

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Serious Play

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and;

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Archaeogaming

. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the;

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Methods for Studying Video Games and Religion

Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or;

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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;

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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;

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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.;

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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.;

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Comic Con & The Business Of Pop Culture

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;

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Games of History

, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses;

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Games of History

, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses;

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Confidence Games

phenomena for our digital and increasingly virtual economy.;

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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;

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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;

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Choosing and Using Digital Games in the Classroom

look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game;

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Games and Ethics

work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible;

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Artists Re

present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games;

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Understanding Games and Game Cultures

Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic;

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Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds

games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most;

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Reconceptualizing the Digital Humanities in Asia

digital, context. In analyzing written and visual texts, such as the use of digital technology and animation in different works of art originating;

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