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2017, Studies in gaming, ISBN 1476629420, vii, 230 pages
"The author explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology... 
Online identities | Video games | Social aspects | Avatars (Virtual reality)
Book
2011, ISBN 0982806183, 160
Book
2017, ISBN 0691161518, xii, 275 pages
Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the... 
Video games | Mathematics | Computer-assisted instruction | Games in mathematics education | MATHEMATICS | Algebra | GAMES | General | Video & Electronic | Recreations & Games | Linear | Sociology
Book
2011, New literacies and digital epistemologies, ISBN 1433112361, Volume 53., vi, 221
Book
2008, ASHGATE POPULAR AND FOLK MUSIC SERIES., ISBN 075466211X
Book
2016, ISBN 1107539676, xv, 248 pages
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the... 
History and criticism | Video game music | Music | Video game music - History and criticism
Book
2014, Digital games and learning., ISBN 9780203095935, xiv, 215
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years... 
Learning | Computer games | Research | Technology in Education | Higher Education | Open & Distance Education and eLearning | Educational games
Book
2007, New literacies and digital epistemologies, ISBN 0820486434, Volume 21, vii, 349
Book
2017, ISBN 9780415828277, vii, 384 pages
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews,... 
Design | Video games | Video games industry | Marketing | Industry & industrial studies | Pro Gamer | Media Studies | Video Game Industry | Video Games | Cyberculture | Game Studies | Telltale Games | New Media | Media Industries | Game Design | Game Development | Interviews
Book
2008, 2nd ed., ISBN 0123742978, xxx, 670
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive... 
Programming | Three-dimensional display systems | Mathematics | Computer games | Animation | Gaming | Games
Book
2015, Electronic mediations, ISBN 9780816699117, Volume 47, xiii, 197
Videogames! Aren't they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian... 
Social aspects | Video games | Sociology | Technology
Book
2016, ISBN 9783319300023, xix, 222 pages
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers... 
History | Computer games | Multimedia systems | Programming Techniques | History of Computing | Multimedia Information Systems | Media Research | Computer Science
Book
2018, Theory redux, ISBN 9781509518029, viii, 143 pages
"From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is--to borrow a phrase from Slavoj Zizek--the... 
Video games | Dream interpretation | Social aspects | Virtual reality
Book
2013, 2nd ed., ISBN 078647257X, vii, 376
"The Video Games Guide is the world's most comprehensive reference book on computer and video games. Each game entry includes the year of release, the hardware... 
History | Video games | Computer games
Book
2011, 1st Free Press hardcover ed., ISBN 9781451611076, xiv, 203
Book
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