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"Video games are a powerful and growing force in our society, and children are spending more and more time planted in front of the;
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This very timely book covers various aspects of video games and their effects upon the individual, family, and community. Topics;
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. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we;
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people from 9 to 16 years old engage in internet. This book discusses computer games as well as the effect the internet and video games have on;
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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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decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this;
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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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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part;
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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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How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the;
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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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Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their;
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aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are;
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How can video games challenge us to think more deeply about our reality, faith, and community? Since the advent of video games in the;
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Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and;
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Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages;
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Video games are big business. They can be addicting. They are available almost anywhere you go and are appealing to people of all ages;
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types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power;
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Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent;
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This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game;
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of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.;
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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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From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game;
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in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and;
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