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Found 101 from your keywords: subject="Games"
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cover
Locally played :real-world games for stronger places and communities
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Stokes, Benjamin,

How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pok?emon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive …

Edition
-
ISBN/ISSN
9780262356923
Collation
1 online resource (288 pages).
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From Barbie® to Mortal Kombat: Gender and Computer Games
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Jenkins, HenryCASSELL, Justine

Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. The contributors to From Barbie to Mortal Kombat e…

Edition
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ISBN/ISSN
80262270045
Collation
1 online resource (xviii, 360 pages) :illustrations (some color)
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Raising the Stakes :E-Sports and the Professionalization of Computer Gaming
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TAYLOR, T.L

"Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital ga…

Edition
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ISBN/ISSN
9780262301268
Collation
1 online resource (viii, 323 pages) :illustrations
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Transgression in games and play
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Jorgensen, Kristine,Karlsen, Faltin,

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such …

Edition
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ISBN/ISSN
0262348705
Collation
1 online resource (vi, 318 pages)
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Fun, taste, & games :an aesthetics of the idle, unproductive, and otherwise p…
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Sharp, John,Thomas, David

Reclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games , John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and app…

Edition
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ISBN/ISSN
9780262351249
Collation
1 online resource (xiv, 239 pages) :illustrations.
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The 360? gaze :immersions in media, society, and culture
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Stiegler, Christian,

"A history of Immersion from Plato's cave to the Oculus Rift"--OCLC-licensed vendor bibliographic record.

Edition
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ISBN/ISSN
9780262363310
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1 online resource.
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Korea's Online Gaming Empire
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JIN, Dal Yong

Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
9780262289511
Collation
1 online resource (195 pages) :illustrations
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Debugging Game History: A Critical Lexicon
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Lowood, Henry,Guins, Raiford,

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games.OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
0262331942
Collation
1 online resource (xx, 443 pages) :illustrations.
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Gameworld interfaces
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Jorgensen, Kristine,

Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, an…

Edition
-
ISBN/ISSN
9780262319065
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1 online resource
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cover
The beauty of games
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Lantz, Frank,

"A general-readership book about games as an aesthetic form - how to think about the ways in which they create beauty and meaning and exploring the special role they have to play in our present historical moment"--OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
9780262376297
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1 online resource.
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