Video games - Social aspects.
Overview
Works: | 32 works in 23 publications in 23 languages |
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Titles
Computer games as a sociocultural phenomenongames without frontiers, war without tears /
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(Electronic resources)
Learning in real and virtual worlds :commercial video games as educational tools /
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(Electronic resources)
Agency and media receptionexperiencing video games, film, and television /
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(Electronic resources)
Integrating video game research and practice in library and information science /
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(Electronic resources)
MMOs from the outside inthe massively-multiplayer online ro le-playing games of psychology, law, government, and real life /
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(Electronic resources)
Transnational contexts of development history, sociality, and society of playvideo games in East Asia /
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(Electronic resources)
Gender, masculinity and video gaminganalysing Reddit's r/gaming community /
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(Electronic resources)
Language, gender and videogamesusing corpora to analyse the representation of gender in fantasy videogames /
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(Electronic resources)
Examining the evolution of gaming and its impact on social, cultural, and political perspectives
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(Electronic resources)
Researching virtual play experiencesvisual methods in education research /
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(Electronic resources)
Rules of the father in the last of usmasculinity among the ruins of neoliberalism /
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(Electronic resources)
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