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2007, ISBN 0195309839, viii, 190
Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's... 
Psychology | Video games and children | Violence in mass media | Youth and violence | Aggressiveness in adolescence | Children and violence | Aggressiveness in children | Video games and teenagers
Book
2018, Studies in gaming, ISBN 1476668760, vii, 227 pages
"Beginning with the structural features of design and play, this book explores video games as both compelling examples of storytelling and as important... 
Design | Video games | Authorship | Storytelling
Book
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... 
Video games | Computer Software Packages | Mass Media & Communication | Media & Communications | Human Computer Interaction | Video games - Psychological aspects
Book
Brumal : Revista de Investigación sobre lo Fantástico = research journal on the fantastic, ISSN 2014-7910, 06/2015, Volume 3, Issue 1, pp. 7 - 12
Instroduction to the Special Issue. Susana Pajares Tosca «Introduction to the Sepecial Issue» coordinado por Susana Tosca 
videojuegos | fantástico | teoría videojuegos
Journal Article
2012, ISBN 0747810427, 56
Book
2008, 1st paperback ed., ISBN 0230602525, xii, 242
Explains how video and computer games can help children build successful futures by teaching them to think like engineers, urban planners, journalists,... 
Vocational guidance | Career education | Learning, Psychology of | Virtual reality in education | Computer-assisted instruction | Computer games | Computers | Critical Thinking | Thinking Skills | Epistemology | Video Games | Games | Values | Video Technology | Children
Book
2008, 1st paperback ed., ISBN 0230602525, xii, 242
Explains how video and computer games can help children build successful futures by teaching them to think like engineers, urban planners, journalists,... 
Vocational guidance | Career education | Learning, Psychology of | Virtual reality in education | Computer-assisted instruction | Computer games | Computers | Critical Thinking | Thinking Skills | Epistemology | Video Games | Games | Values | Video Technology | Children
Book
Anagramas, ISSN 1692-2522, 05/2017, Volume 15, Issue 30, pp. 51 - 64
Los videojuegos son prácticas culturales instaladas en nuestras sociedades que requieren de una mirada crítica y especializada; las líneas de investigación que... 
multimodalidad | videojuego | discurso | recursos semióticos
Journal Article
2017, First edition., ISBN 1250089344, xiv, 258 pages
The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned... 
Design | Video games | Social aspects | History
Book
Animation journal, ISSN 1061-0308, 1992
Journal
2011, 1st ed., ISBN 9788857211640, 254
Book
Atencion Primaria, ISSN 0212-6567, 2018, Volume 50, Issue 6, pp. 350 - 358
Journal Article
Brumal : Revista de Investigación sobre lo Fantástico = research journal on the fantastic, ISSN 2014-7910, 06/2015, Volume 3, Issue 1, pp. 139 - 160
Video games can respond to Neo-Baroque instincts regarding the construction of alternative identities that exceed the everyday existence of the postmodern... 
neo-baroque, presence, avatar, video game, virtual ludicity
Journal Article
2016, Third edition., ISBN 1315725169, vii, 378 pages
This is a crucial guide for newcomers to video game studies and experienced game scholars alike. This edition of the pioneering text provides a comprehensive... 
Computerspiel | Video games | Videospiel
Book
2008, 2nd ed., ISBN 9780240809748, xx, 470
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop... 
Design | Programming | Computer games | Computer graphics | Animation | Gaming | Games
Book
Atención Primaria, ISSN 0212-6567, 2017, Volume 50, Issue 6, pp. 350 - 358
Resumen Objetivo El objetivo es adaptar y validar la escala Game Addiction Scale for Adolescents (GASA) a población juvenil española. Diseño Estudio de... 
Internal Medicine | Adolescence | Videojuego | Adicción | Addiction | Adolescente | Computer-game
Journal Article
2008, ISBN 9780262113199, xxv, 371
Ten years after the groundbreaking "From Barbie to Mortal Kombat" highlighted the ways gender stereotyping and related social and economic issues permeate... 
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
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