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A collection of innovative essays on the iconic, dystopian video game series and its lasting influence.
Sociology of culture --- Video games. --- Television games --- Videogames --- Electronic games --- BioShock (Video game) --- Computer games --- Internet games --- Games
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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.
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Video games --- Video games. --- Television games --- Videogames --- Electronic games --- Agriculture Sciences --- Agricultural Biotechnology
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Electronics --- games --- spellen --- elektronica
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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.
Computer. Automation --- Sociology of culture --- Video recording in ethnology. --- Video games. --- Video games --- Television games --- Videogames --- Electronic games --- Social aspects. --- Computer games --- Internet games --- Games
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Sociology of leisure --- Computer. Automation --- Sociology of culture --- Video games --- #SBIB:309H17 --- Television games --- Videogames --- Computer- en videogames --- Electronic games --- Computer games --- Internet games --- Games
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Video games --- #SBIB:309H17 --- Television games --- Videogames --- Electronic games --- History --- Computer- en videogames --- Sociology of culture --- Sociology of leisure --- Mass communications --- Computer. Automation --- Computer games --- Internet games --- Games
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Computer. Automation --- Sociology of culture --- Video games --- Social aspects --- Philosophy --- 82:62 --- Literatuur en technologie --- 82:62 Literatuur en technologie --- Television games --- Videogames --- Electronic games --- Social aspects. --- Philosophy. --- Video games - Social aspects --- Video games - Philosophy --- Computer games --- Internet games --- Games
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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"--
Computer games. --- Video games. --- #SBIB:309H17 --- Television games --- Videogames --- Electronic games --- Application software --- Computer- en videogames --- Artificial intelligence. Robotics. Simulation. Graphics --- Mass communications --- Computer games --- Video games --- Internet games --- Games
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