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Book
Beyond the sea : navigating Bioshock
Authors: ---
ISBN: 9780773554986 9780773554979 9780773555556 9780773555563 0773555552 0773555560 077355498X Year: 2018 Publisher: Montreal, Que. McGill-Queen's University Press

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A collection of innovative essays on the iconic, dystopian video game series and its lasting influence.

Games : purpose and potential in education
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ISBN: 9780387097756 9780387097749 Year: 2008 Publisher: New York, N.Y. Springer

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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.


Periodical
IEEE Transactions on Games

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Book
Electronics games and toys you can build
Author:
ISBN: 0672201836 Year: 1977 Publisher: Indianapolis, Ind. Sams

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Keywords

Electronics --- games --- spellen --- elektronica


Book
Ethnographies of the videogame : gender, narrative and praxis
Author:
ISBN: 9780754679783 9780754699408 0754679780 9781138253384 0754699404 9781315580562 131558056X 1317140648 9781317140641 1283128705 9781283128704 9786613128706 6613128708 9781317140634 1317140656 1138253383 Year: 2011 Publisher: Farnham Ashgate

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Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established power relationships within households. Thornham provides pertinent and reflexive commentary highlighting the relationships of gender and power in gaming practice.

Videogames
Author:
ISBN: 041528192X 0415281911 Year: 2004 Publisher: London Routledge

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The medium of the video game
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ISBN: 0292791488 029279150X Year: 2001 Publisher: Austin, Tex. University of Texas Press

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Gaming: essays on algorithmic culture
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ISBN: 9780816648504 9780816648511 0816648506 0816648514 Year: 2006 Volume: 18 Publisher: Minneapolis, Minn. University of Minnesota Press


Book
Handbook of digital games
Authors: ---
ISBN: 9781118328033 9781118796443 1118796446 9781118796238 1118796233 9781118796276 1118796276 Year: 2014 Publisher: Piscataway, N.J. IEEE Press

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"The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"--


Book
Gymnologie
Author:
Year: 1971 Publisher: Utrecht Uitgeverij Het Spectrum N.V.

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