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videogames? a brief history of videogames, from Pac-Man to Pokemon the videogame industry Who plays videogames? Are videogames bad for you? the;
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Literary Nonfiction. Poetry. Fiction. Hybrid Genre. LGBTQIA Studies. VIDEOGAMES FOR HUMANS, curated and introduced by Twine author and;
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arts Explores how philosophical theories developed to address traditional art works can also be applied to videogames Written for a broad;
Vergelijkbare producten zoals The Art of Videogames
arts Explores how philosophical theories developed to address traditional art works can also be applied to videogames Written for a broad;
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those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles;
Vergelijkbare producten zoals 100 Videogames
those new to videogames struggling to find information about key titles and the cognoscenti hungry for insight into their favourite titles;
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This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most;
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This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most;
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Comics and Videogames offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames;
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ISBN Bridging Literacies with Videogames. Type boekomslag: Hardcover, Uitgever: Brill, Sense, Minimum bestelhoeveelheid: 1 stuk(s);
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for such cultural and creative engagement. It goes on to examine game adaptations of children's literature; and a series of videogames made by;
Vergelijkbare producten zoals Literature, Videogames and Learning
needed for such cultural and creative engagement. It goes on to examine game adaptations of children's literature; and a series of videogames;
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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive;
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This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines;
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Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this;
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Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this;
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Videogames explores the design and culture of videogames since the mid-2000s, investigating the ground-breaking contemporary design work;
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Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This;
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Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on;
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of videogames. Holmes argues that rhetorical and philosophical conceptions of habit offer a critical resource for describing the interplay between;
Vergelijkbare producten zoals The Rhetoric of Videogames as Embodied Practice
of videogames. Holmes argues that rhetorical and philosophical conceptions of habit offer a critical resource for describing the interplay between;
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Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development;
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. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics;
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. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics;
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The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making;
Vergelijkbare producten zoals Metagaming
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making;
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