Video games - Social aspects.
Overview
Works: | 30 works in 18 publications in 18 languages |
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Titles
Video games and environmental humanities = playing to save the world /
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The power of games : = business impacts and innovation opportunities /
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Playful virtual violence : = an ethnography of emotional practices in video games /
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Examining the evolution of gaming and its impact on social, cultural, and political perspectives
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The video game explosion = a history from PONG to Playstation and beyond /
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Business, technological, and social dimensions of computer games = multidisciplinary developments /
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Glued to games = how video games draw us in and hold us spellbound /
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Learning in real and virtual worlds : = commercial video games as educational tools /
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Gaming matters = art, science, magic, and the computer game medium /
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Agency and media reception = experiencing video games, film, and television /
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Integrating video game research and practice in library and information science /
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Examining the evolution of gaming and its impact on social, cultural, and political perspectives /
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MMOs from the outside in = the massively-multiplayer online ro le-playing games of psychology, law, government, and real life /
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Transnational contexts of development history, sociality, and society of play = video games in East Asia /
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Posttraumatic stress disorder, trauma, and history in Metal Gear Solid V
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Augmented reality games.. I,. Understanding the Pokemon GO phenomenon
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Game worlds get real = how who we are online became who we are offline /
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