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Digital
Games: Purpose and Potential in Education
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ISBN: 9780387097756 Year: 2009 Publisher: Boston, MA Springer Science+Business Media, LLC

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Keywords

games


Digital
The Game Jam survival guide
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ISBN: 9781849692502 Year: 2012 Publisher: Birmingham Packt Publishing

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Keywords

Programming --- games


Digital
Jeux de balle et de ballon : football, paume, lawn-tennis
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Year: 1894 Publisher: Paris Libraires-imprimeurs réunis

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Digital
Serious Games and Edutainment Applications
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ISBN: 9781447121619 Year: 2011 Publisher: London Springer London

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Dynamic Games: Theory and Applications
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ISBN: 9780387246024 Year: 2005 Publisher: Boston, MA Springer Science+Business Media, Inc

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Keywords

Economics --- games --- economie


Digital
Models in Cooperative Game Theory : Crisp, Fuzzy, and Multi-Choice Games
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ISBN: 9783540285090 Year: 2005 Publisher: Berlin, Heidelberg Springer-Verlag Berlin/Heidelberg

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Economics --- games --- economie


Digital
Gamers at Work : Stories Behind the Games People Play
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ISBN: 9781430233527 Year: 2012 Publisher: Berkeley, CA Apress

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Digital
Beginning Android Tablet Games Programming
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ISBN: 9781430238539 Year: 2011 Publisher: Berkeley, CA Apress

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Digital
Homo ludens : Pieter Bruegels Childrens games and the humanist educators
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Year: 2012

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Multi
Real games : what's legitimate and what's not in contemporary video games
Authors: ---
ISBN: 9780262353625 0262353628 9780262042604 Year: 2019 Publisher: Cambridge, MA : The MIT Press,

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Real Games is an exploration of how the discourses surrounding videogames shapes what games get made and played as well as who is invited to play them. By making appeals to 'real games,' players and developers center certain kinds of experiences and marginalize others. The authors argue that this process emerges dynamically out of discussions about videogames and has changed over time to center on a handful of key elements, namely a game's developer, it's payment model, and elements of the game itself including its length and perceived difficulty (among others). Dozens of games are referenced in this book, many of which are not widely studied. That gives the manuscript an ability to connect with more potential readers and the ability to speak more broadly about the state of videogames than efforts that are focused on an individual genre or game.

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