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2012, Learning in doing, ISBN 052119623X, xxi, 464
"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it... 
Design | Psychological aspects | Video games | Study and teaching | Learning, Psychology of | Social aspects | PSYCHOLOGY / General
Book
2005, 2nd ed., Communications, Networking and Multimedia, ISBN 0121197921, 1429
55% new material in the latest edition of this "must-haveĀ” for students and practitioners of image & video processing! This Handbook is intended to serve as... 
Image processing | Video compression | Digital techniques | Handbooks, manuals, etc
eBook
2009, 1. Aufl., New directions in aesthetics, ISBN 9781405187886, Volume 10, 231
The Art of Videogamesexplores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a... 
Social aspects | Video games | Philosophy
Book
2016, ISBN 9781628924893, 168 pages
"Locates, explains, and analyses the origins of the British gaming industry, examining the production and consumption of games in an historical, social, and... 
Social aspects | Video games
Book
2013, Playful thinking., ISBN 0262019051, xiii, 157
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them. 
Psychological aspects | Video games | Failure (Psychology) | Philosophy
Book
Journal of film and video, ISSN 0742-4671, 1984
Journal
2009, ISBN 9780230221864, vii, 241
Book
2015, 1, Anthropology of Christianity, ISBN 9780520287679, Volume 17., xix, 380 pages
"Tracing the rise and development of the Ghanaian video film industry between 1985 and 2010, Sensational Movies examines video movies as seismographic devices... 
Video recordings | Motion picture industry | Religious aspects | Motion pictures | Pentacostalism | Social aspects | Video recordings industry | Anthropology | Social Science | Cultural | 20th century | Ghana | Video recordings industry - Ghana - 20th century | Christianity in motion pictures
Book
2016, The MIT Press, ISBN 9780262034395, viii, 259
The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of "Japaneseness.". 
Video games | Social aspects | Japan | Video games industry | Video games - Social aspects - Japan
Book
2011, Oxford Music/Media Series, ISBN 9780199753468, cm.
This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and... 
Ethnomusicology | American Music | Video games | Social aspects | Interactive videos | Popular music | Video game music | Amateur | Ethnography | Play | Video game | Music lesson | Interactive | Social media | Digital | Virtual
Book
2010, 5th ed., ISBN 9780240812649, xiii, 300
Book
2014, 1st ed., ISBN 0520279638, xiv, 316
Videoland offers a comprehensive view of the "tangible phase" of consumer video, when Americans largely accessed movies as material commodities at video rental... 
Motion pictures | Stores, Retail | United States Civilization | Social aspects | Video recordings industry | Video rental services | Civilization | United States | 1970 | Film Studies | PERFORMING ARTS | Film & Video
Book
2011, 5th ed., ISBN 0240813979, xxv, 459
First published in 2011. Routledge is an imprint of Taylor & Francis, an informa company. 
Video tapes | Editing | Motion pictures | Digital video | Filmmaking and Postproduction | Motion pictures - Editing
Book
2010, The MIT Press, ISBN 0262013371, viii, 252
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. 
Psychological aspects | Video games | Video gamers | Psychology
Book
2014, Theoretical criminology series, ISBN 9780323296496, xxiv, 88
Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the... 
Video games | Moral and ethical aspects | Social aspects | Violence in video games | Xbox video games | Criminology and Criminal Justice | Criminal Behaviour and Forensic Psychology | Human-computer interaction | Equipment and supplies | Xbox 360 (Video game console) | Racism in popular culture
Book