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Videogames

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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Videogames for Humans

Literary Nonfiction. Poetry. Fiction. Hybrid Genre. LGBTQIA Studies. VIDEOGAMES FOR HUMANS, curated and introduced by Twine author and;

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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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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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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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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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The Aesthetics of Videogames

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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The Aesthetics of Videogames

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

Comics and Videogames offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames;

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Bridging Literacies with Videogames

ISBN Bridging Literacies with Videogames. Type boekomslag: Hardcover, Uitgever: Brill, Sense, Minimum bestelhoeveelheid: 1 stuk(s);

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Literature, Videogames and Learning

for such cultural and creative engagement. It goes on to examine game adaptations of children's literature; and a series of videogames made by;

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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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Persuasive Games

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive;

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Comics and Videogames

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

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

Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this;

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Videogames

Videogames explores the design and culture of videogames since the mid-2000s, investigating the ground-breaking contemporary design work;

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Playback - A Genealogy of 1980s British Videogames

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 and Art

Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on;

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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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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

Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development;

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Mathematics Education for a New Era

. 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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Mathematics Education for a New Era

. 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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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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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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