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2012, Routledge Advances in Sociology, ISBN 9780415563680, 186
"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented... 
Social aspects | Video games | Sociology & Social Policy | SOCIAL SCIENCE / General
Book
Video Recording
2006, ISBN 9780814742853, vi, 279
Henry Jenkins at Authors@Google (video) Henry Jenkins“s pioneering work in the early 1990s promoted the idea that fans are among the most active, creative,... 
Mass media and culture
Book
2012, ISBN 9780415563680
"Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented... 
Video games | Social aspects
Web Resource
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
2016, 1st ed. 2016, International series on computer entertainment and media technology, ISBN 9783319299037, xiv, 153 pages
This book provides an introduction and overview of the increasingly important topic of gamer psychology and behavior by presenting a range of theoretic... 
Video gamers | Psychology | Philosophy (General) | Psychology, general | Computer Science | User Interfaces and Human Computer Interaction
Book
2007, ISBN 9780674025196, 1 v. (unpaged)
Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue... 
Social aspects | Computer games | Sociology | Technology
Book
2010, 2D and 3D Blu-ray versions.
Kable is the superstar and cult hero of the ultraviolent Slayers. Kable is controlled by Simon, a young gamer with rock star status who continues to defy all... 
Gladiators | Contests | Technology and civilization | Video gamers | Video games industry
Video Recording
Games and Culture, ISSN 1555-4120, 7/2018, Volume 13, Issue 5, pp. 479 - 503
In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these... 
media history | consumer press | critical content analysis | gender | video games | sexual identity | Nintendo Power | video game | fiction | genres | interactive fiction | magazines
Journal Article
2016, International Series on Computer Entertainment and Media Technology, ISBN 3319299042
Web Resource
Psychiatry Research, ISSN 0165-1781, 2015, Volume 228, Issue 1, pp. 128 - 135
Abstract “Internet gaming disorder” was recently included in Section 3 of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Non-gaming... 
Psychiatry | Psychological impairment | Internet gaming disorder | Adolescents | WE-STAY | Internet addiction | Adolescent Behavior - psychology | Humans | Adolescent | Female | Male | Behavior, Addictive - psychology | Internet | Video Games - psychology | Gamers | Depression, Mental | Psychotherapy | Youth | Teenagers | Pathological Internet Use | Index Medicus
Journal Article
2010, ISBN 0262013371, viii, 252
We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone... 
Psychological aspects | Video games | Video gamers | Psychology
Book
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