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Journal of film and video, ISSN 0742-4671, 1984
Journal
2015, Studies in art historiography, ISBN 1472449762, viii, 227 pages
Video art emerged as an art form that from the 1960s and onwards challenged the concept of art - hence, art historical practices... 
Historiography | Video art | Contemporary Art | Museum and Heritage Studies | Library & Information Science | 20th Century Modern Art | Film Studies | Video art-Historiography | Humanities | Art History | feminist art | video art | Humaniora | feminism | historiography | postmodern art | contemporary art | Konst | Konstvetenskap | Arts
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
2011, 5th ed., ISBN 0240813979, xxv, 459
The Technique of Film and Video Editing provides a detailed, precise look at the artistic and aesthetic principles and practices of editing for both picture and sound... 
Video tapes | Editing | Motion pictures | Digital video | Photography & Photographs | Filmmaking and Postproduction | Motion pictures - Editing
Book
Video, ISSN 0147-8907, 1978
Journal
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
2016, International texts in critical media aesthetics, ISBN 9781628922936, Volume 10, xxiii, 381
"A wide-ranging theoretical and aesthetic exploration of hybrid moving images based on the intersection of film, video, and digital technology"-- 
Digital media | Motion pictures | Image processing | Digital techniques | Philosophy
Book
Quarterly review of film and video, ISSN 1050-9208, 1989
Journal
2017, ISBN 0262035715, xii, 252 pages
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys... 
Video games | Video games industry
Book
2017, ISBN 0691161518, xii, 275 pages
...? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without... 
Video games | Mathematics | Computer-assisted instruction | Games in mathematics education | MATHEMATICS | Algebra | GAMES | General | Video & Electronic | Recreations & Games | Linear | Sociology
Book
Quarterly review of film and video : QRFV, ISSN 0146-0013, 1989
Journal
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 its place within contemporary life... 
Social aspects | Video games | Sociology & Social Policy | SOCIAL SCIENCE / General
Book
2003, 1. Aufl., ISBN 9780470848371, xxiv, 281
Following on from the successful MPEG-2 standard, MPEG-4 Visual is enabling a new wave of multimedia applications from Internet video streaming to mobile video conferencing. The new H.264... 
Video compression | Coding theory | H.263 (Video coding standard) | Multimedia systems | MPEG (Video coding standard) | Waves & Wave Mechanics | Science
Book
2017, First edition., ISBN 0062651234, xxi, 278 pages
"You've got your dream job--making video games. You have a great project, great designs, and clever controls... 
Design | Economic aspects | Video games | Video games industry
Book
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