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2008, History, humanities, and new technology, ISBN 9780765619976, xxiii, 223
Book
2018, 1, ISBN 0815369204, 494
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible... 
Fantasy games | Video Games | Popular Culture | New Media | Sociology of Media | Performance Theory | Gaming | Subcultures | Role playing
eBook
2009, Premier reference source, ISBN 9781605663616, xxi, 372
"This book provides an extensive treatment of the field of games-based learning, providing a presentation of what we know about the subject, where the key... 
Educational games | Human-computer interaction | Computer games | Education | Computerspiel | Aufsatzsammlung
eBook
2009, ISBN 9780123748539, 288
Emerging quickly from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play... 
Animation | Gaming | Games | Games and technology | Fantasy games | Games-Design | Alternate reality games | Samhällsvetenskap | Social Sciences
eBook
2015, ISBN 9781628927443, xi, 247
"Analyzes paratextual board games--particularly games based on film, television, and books--as unique media texts"-- 
SOCIAL SCIENCE / Media Studies | Adaptations | Board games | Literature | GAMES / Board | Motion picture plays | Television plays | Fantasy games
Book
2009, Routledge studies in new media and cyberculture, ISBN 0415535891, Volume 5, xii, 297
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key... 
Social aspects | Computer games | Fantasy games | Computer Software Packages | New Media | International Media | Video Games | Cyberculture | Asia Pacific Studies | Computer games - Social aspects - Pacific Area
Book
2012, ISBN 073913860X, xix, 262
"We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first... 
Video games | Role playing | Fantasy games | Social aspects | Leisure
Book
2012, Approaches to digital game studies, ISBN 144114224X, Volume 2, vii, 428
Book
2010, Synthesis lectures on information concepts, retrieval, and services, ISBN 9781608451425, Volume 13., viii, 105
Introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and... 
Internet games | Fantasy games | Shared virtual environments | Social aspects | Human-Computer Interaction (HCI) | TECHNOLOGY & ENGINEERING | Programming | General | COMPUTERS | Games | economic aspects | internet games | social aspects
Book
2015, 1, ISBN 9780520960565, xiv, 349
"The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included the... 
Role playing | Moral and ethical aspects | Dungeons and Dragons (Game) | Fantasy games | Religion | Psychology of Religion | Dungeons and Dragons (Game | Sociology | Dungeons and Dragons (Game) - Moral and ethical aspects
Book
2006, ISBN 0262201631, 197
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers... 
Role playing | Internet games | Fantasy games | Social aspects
Book
2006, 1. Aufl., ISBN 9780470018576, 235
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol)... 
Communication Technology - Networks | Programming | TCP/IP (Computer network protocol) | Internet games | Computer games
eBook
2010, Technologies of the imagination and digital culture, ISBN 0472070983, 236
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online... 
World of Warcraft | Visual anthropology | Social aspects | Computer games | Virtual reality | Korea (South) Social aspects | Computer games--Social aspects | Virtual reality--Social aspects | Media | SOCIAL SCIENCE | Popular Culture | Korea (South) - Social aspects | COMPUTERS | GAMES | Anthropology | Role Playing & Fantasy | Virtual Worlds | Cultural | Korea (South)
Book
2015, ISBN 1513600125, 192
"Chainmail Bikini is an anthology of comics by and about female gamers! Forty cartoonists have contributed comics about the games they're passionate about --... 
Simulation games | Video games | Board games | Women fantasy gamers | Internet games | Fantasy games
Book
2012, ISBN 9780786468348, viii, 222
"This collection of essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action... 
Role playing | Mass media | Fantasy games | Social aspects
Book
2010, Premier reference source, ISBN 9781615208463, 395
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse... 
Design | Psychological aspects | Video games | Moral and ethical aspects | Social aspects | Philosophy
eBook
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