Video games - Social aspects.
Overview
Works: | 50 works in 22 publications in 22 languages |
---|
Titles
Digital play : = the interaction of technology, culture, and marketing /
by:
(Language materials, printed)
Social exclusion, power and video game play : = new research in digital media and technology /
by:
(Language materials, printed)
Integrating video game research and practice in library and information science /
by:
(Electronic resources)
Families at play : = connecting and learning through video games /
by:
(Language materials, printed)
Disability and video games = practices of en-/disabling modes of digital gaming /
by:
(Electronic resources)
Visual digital culture : = surface play and spectacle in new media genres /
by:
(Language materials, printed)
Learning in real and virtual worlds : = commercial video games as educational tools /
by:
(Electronic resources)
Playing computer games : = somatic experience and experience of the somatic /
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:
(Electronic resources)
Transnational contexts of development history, sociality, and society of play = video games in East Asia /
by:
(Electronic resources)
How video games impact players : = the pitfalls and benefits of a gaming society /
by:
(Language materials, printed)
Examining the evolution of gaming and its impact on social, cultural, and political perspectives
by:
(Electronic resources)
Rules of the father in the last of us = masculinity among the ruins of neoliberalism /
by:
(Electronic resources)
Children, gender, video games : = towards a relational approach to multimedia /
by:
(Language materials, printed)
Gaming lives in the twenty-first century : = literate connections /
by:
(Language materials, printed)
The video game explosion = a history from PONG to Playstation and beyond /
by:
(Language materials, printed)
Computer games as a sociocultural phenomenon = games without frontiers, war without tears /
by:
(Electronic resources)
Business, technological, and social dimensions of computer games = multidisciplinary developments /
by:
(Electronic resources)
Glued to games = how video games draw us in and hold us spellbound /
by:
(Language materials, printed)
Agency and media reception = experiencing video games, film, and television /
by:
(Electronic resources)
Language, gender and videogames = using corpora to analyse the representation of gender in fantasy videogames /
by:
(Electronic resources)
Researching virtual play experiences = visual methods in education research /
by:
(Electronic resources)
Show more
Fewer
Subjects