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2006, LEA's communication series, ISBN 9780805853223, xiv, 464
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross... 
Mass Media & Communication | Media & Communications | Human Computer Interaction | Video games - Psychological aspects | Video games
Book
2016, Third edition., ISBN 1315725169, vii, 378 pages
This is a crucial guide for newcomers to video game studies and experienced game scholars alike... 
Computerspiel | Video games | Videospiel
Book
2008, 1, Ashgate popular and folk music series, ISBN 0754662004, 207
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events... 
History and criticism | Video game music | Popular music | Popular Music | Video game music - History and criticism
Book
2012, Learning in doing, ISBN 9780521144520, 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 demonstrates the depth and breadth of scholarship on games and learning to date... 
Psychological aspects | Design | Video games | Study and teaching | Learning, Psychology of | Social aspects
Book
2005, ISBN 9780262182409, xvii, 451
Book
2013, 1st ed., Critical media studies, ISBN 9781137006325, xi, 279
Video games are inherently transnational by virtue of industrial, textual, and player practices... 
Social aspects | Video games | Sports-Sociological aspects
Book
2008, ISBN 9780262113199, xxv, 371 p., [16] p. of plates
Ten years after the groundbreaking "From Barbie to Mortal Kombat" highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women... 
Video games | Video games for women | Social aspects | Video games industry | Computers | Dormitories | Heuristics | Japan | Programming | Social Environment | Foreign Countries | Industry | Design | Instructional Design | Play | Educational Games | Gender Differences | Gender Issues | Human Geography | Computer Science Education | Topography | Sex Stereotypes | Games | Females | Influence of Technology | Interviews | Expertise | Information Technology
Book
2016, East Asian popular culture, ISBN 3319438204, xv, 243 pages
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia... 
Social aspects | Video games | Ethnology-Asia | Asian History | Asian Culture | Media and Communication | Asian Politics | Youth Culture | Cultural and Media Studies
Book
2008, ISBN 1599048086, 1577
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research... 
Electronic games | Simulation games in education | Handbooks, manuals, etc
eBook
2009, ISBN 0123743281, xvii, 358
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet... 
Design | Programming | Human-computer interaction | Computer games | Animation | Gaming | Games | Programming. Computer games | Design. Human-computer interaction
Book
2018, 1, ISBN 0815369204, 494
This handbook collects, for the first time, the state of research on role-playing games (RPGs... 
Video Games | Popular Culture | New Media | Sociology of Media | Performance Theory | Gaming | Subcultures | Fantasy games | Role playing
eBook
2004, Routledge introductions to media and communications, ISBN 0415281911, x, 198
.... It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog... 
Video games | TECHNOLOGY & ENGINEERING | SOCIAL SCIENCE | Social Aspects | Media Studies | CourseSmart Subject Description | computer games
Book
2014, ISBN 9780199896646, xi, 358
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning... 
Video games and children | Education | Effect of technological innovations on | Educational technology | Developmental Psychology
Book
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