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As video gaming and video gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each;
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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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, by Rian Johnson as he links aspects of video gaming to the neoliberal militarization of institutions, and by Margaret Atwood as she considers;
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The Cambridge Companion to American Science Fiction explores the relationship between the ideas and themes of American science fiction and;
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The Cambridge Companion to American Science Fiction explores the relationship between the ideas and themes of American science fiction and;
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When you think of Video Gaming, what immediately springs to mind? Action? Adventure? Heartache? Rage? How about Language Learning? No;
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Looks at the history of video games and innovators in the field.;
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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;
Vergelijkbare producten zoals Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;
Vergelijkbare producten zoals Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
times through to the modern day. It looks at the way in which video game and science fiction research has developed and presents case studies;
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makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on;
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by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming;
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growth of mobile gaming and online gaming. Producing and selling successful video games is a huge collaborative effort, often requiring the;
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Het boek 'Facing Internet Technology and Gaming Addiction: A Gentle Path to Beginning Recovery from Internet and Video Game Addiction;
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This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture;
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research along two dimensions. First, it samples some typical examples of new literacies - video gaming, fan fiction writing, weblogging, role play;
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There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the;
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There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the;
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spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game;
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defining characteristics include greater capacity in processing, video output and input; and more diverse and user-determined gaming software and;
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Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period;
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disciplines. Although the main focus is on literature, other forms of science fiction, including film and video games, are explored and, because;
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In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous;
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strikingly high proportion of films, commercial art, popular music, video and computer games, and non-genre fiction have become what Csicsery-Ronay;
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gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author;
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