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Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic;
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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst;
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Digital Games and Learning is een boek van Tsung-Yen Chuang;
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Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration;
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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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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 Design: A Critical Introduction provides a much-needed new perspective on designing with digital media. Linking ideas from media;
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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those;
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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a;
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The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or;
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the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History;
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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first;
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This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for;
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digital game, are now interchangeable. Digital Games: Computers at Play explains the history of digital games, explores how the games have;
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, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses;
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, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses;
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, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital;
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Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary;
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This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual;
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This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual;
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. 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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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge;
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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology;
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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology;
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The early days when digital games were new, harmless and niche are long gone. Today's games can simulate battlefields, predict disaster;
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on medievalism. Cumulatively, the authors reveal the complex position of the crusades within digital games, highlight the impact of these;
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research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
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