Video games - Social aspects.
Overview
Works: | 28 works in 16 publications in 16 languages |
---|
Titles
Playful virtual violence : = an ethnography of emotional practices in video games /
by:
(Language materials, printed)
Examining the evolution of gaming and its impact on social, cultural, and political perspectives
by:
(Language materials, printed)
The video game explosion = a history from PONG to Playstation and beyond /
by:
(Language materials, printed)
Business, technological, and social dimensions of computer games = multidisciplinary developments /
by:
(Language materials, printed)
Glued to games = how video games draw us in and hold us spellbound /
by:
(Language materials, printed)
Learning in real and virtual worlds : = commercial video games as educational tools /
by:
(Language materials, printed)
Gaming matters = art, science, magic, and the computer game medium /
by:
(Language materials, printed)
Agency and media reception = experiencing video games, film, and television /
by:
(Language materials, printed)
Integrating video game research and practice in library and information science /
by:
(Language materials, printed)
Examining the evolution of gaming and its impact on social, cultural, and political perspectives /
by:
(Language materials, printed)
MMOs from the outside in = the massively-multiplayer online ro le-playing games of psychology, law, government, and real life /
by:
(Language materials, printed)
Transnational contexts of development history, sociality, and society of play = video games in East Asia /
by:
(Language materials, printed)
Posttraumatic stress disorder, trauma, and history in Metal Gear Solid V
by:
(Language materials, printed)
Augmented reality games.. I,. Understanding the Pokemon GO phenomenon
by:
(Language materials, printed)
Game worlds get real = how who we are online became who we are offline /
by:
(Language materials, printed)
Show more
Fewer
Subjects