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Subjects (1-50 of 57)
Video Games Social Aspects
1
Print Material
 

Approaches to videogame discourse : lexis, interaction, textuality



New York, NY : Bloomsbury Academic, Bloomsbury Publishing Inc, 2019. 2019

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2
Electronic Book
 

The art of videogames


Tavinor, Grant.
Malden, MA : Wiley-Blackwell, 2009. 2009

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3
Electronic Book
 

Before the crash early video game history



Detroit : Wayne State University Press, c2012. 2012

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4
Electronic Book
 

Best before videogames, supersession and obsolescence


Newman, James (James A.)
Abingdon [England] ; New York : Routledge, 2012. 2012

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5
Print Material
 

Beyond Barbie and Mortal Kombat : new perspectives on gender and gaming



Cambridge, Mass. : MIT Press, c2008. 2008

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 Axe 2nd Floor Stacks  794.8 B468 2008    ---  Available
6
Electronic Book
 

Codename revolution the Nintendo WII platform


Jones, Steven E., 1959-
Cambridge, Mass. : MIT Press, 2012. 2012

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7
Electronic Book
 

Early modernity and video games



Newcastle upon Tyne, [England] : Cambridge Scholars Publishing, 2014. 2014

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8
Electronic Book
 

Ethnographies of the videogame gender, narrative and praxis


Thornham, Helen.
Farnham, Surrey, England ; Burlington, Vt. : Ashgate, c2011. 2011

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9
Print Material
 

Extra lives : why video games matter


Bissell, Tom, 1974-
New York, NY : Pantheon Books, c2010. 2010

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10
Electronic Book
 

El Factor Persuasivo en la Comunicacion Audiovisual


Olmedo, Jose Luis Hernandez, author.
Barcelona : Editorial UOC, [2017] 2017

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11
Electronic Book
 

Future gaming : creative interventions in video game culture


Ruffino, Paolo, author.
London, England ; Cambridge, Massachusetts : Goldsmiths Press, [2018] 2018

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12
Electronic Book
 

Game after : a cultural study of video game afterlife


Guins, Raiford.
Cambridge, Massachusetts : MIT Press, [2014] 2014

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13
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14
Electronic Book
 

The game culture reader



Newcastle upon Tyne : Cambridge Scholars Publishing, 2013. 2013

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15
Electronic Video/Film
 

Game over : gender, race & violence in video games



[San Francisco, California, USA] : Kanopy Streaming, 2014. 2014

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16
Electronic Book
 

Gameplay mode war, simulation, and technoculture


Crogan, Patrick.
Minneapolis : University of Minnesota Press, 2011. 2011

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17
Electronic Book
 

Games, learning, and society learning and meaning in the digital age



New York : Cambridge University Press, 2012. 2012

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18
Electronic Book
 

Games of empire global capitalism and video games


Dyer-Witheford, Nick, 1951-
Minneapolis : University of Minnesota Press, c2009. 2009

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19
Print Material
 

Games of empire : global capitalism and video games


Dyer-Witheford, Nick, 1951-
Minneapolis : University of Minnesota Press, c2009. 2009

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20
Electronic Book
 

Gaming at the edge : sexuality and gender at the margins of gamer culture


Shaw, Adrienne, 1983- author.
Minneapolis, Minnesota ; London, England : University of Minnesota Press, 2014. 2014

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21
Electronic Book
 

Gaming essays on algorithmic culture


Galloway, Alexander R., 1974-
Minneapolis, Minn. ; London : University of Minnesota Press, 2006. 2006

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22
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23
Print Material
 

Gaming masculinity : trolls, fake geeks, and the gendered battle for online culture


Condis, Megan, 1984- author.
Iowa City : University of Iowa Press, [2018] 2018

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24
Electronic Book
 

Gaming masculinity : trolls, fake geeks, and the gendered battle for online culture


Condis, Megan, 1984- author.
Iowa City : University of Iowa Press, [2018] 2018

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25
Print Material
 

Gaming matters : art, science, magic, and the computer game medium


Ruggill, Judd Ethan.
Tuscaloosa : The University of Alabama Press, c2011. 2011

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26
Electronic Book
 

Gaming matters art, science, magic, and the computer game medium


Ruggill, Judd Ethan.
Tuscaloosa : University of Alabama Press, c2011. 2011

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27
Print Material
 

Glued to games : how video games draw us in and hold us spellbound


Rigby, Scott.
Santa Barbara, Calif. : ABC-CLIO, c2011. 2011

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28
Electronic Resource
 

Has technology increased learning?



Detroit : Greenhaven Press, c2009. 2009

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29
Electronic Book
 

How to talk about videogames


Bogost, Ian, author.
Minneapolis, Minnesota ; London, England : University of Minnesota Press, 2015. 2015

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30
Electronic Book
 

How video games impact players : the pitfalls and benefits of a gaming society


Rogers, Ryan, author.
Lanham, Maryland : Lexington Books, 2016. 2016

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31
Electronic Book
 

Independent videogames : cultures, networks, techniques and politics



London ; New York : Routledge, Taylor & Francis Group, 2021. 2021

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32
Electronic Video/Film
 

Joystick warriors : video games, violence & the culture of militarism



[San Francisco, California, USA] : Kanopy Streaming, 2015. 2015

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33
Electronic Book
 

Light it up : the marine eye for battle in the War of Iraq


Pettegrew, John, 1959- author.
Baltimore, Maryland : Johns Hopkins University Press, 2015. 2015

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34
Electronic Book
 

Manettes & pixels : Histoire du jeu video et Retrogaming


Speranza, Rene, author.
Toulouse : Vallee Heureuse, [2018] 2018

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35
Electronic Book
 

Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames


Boluk, Stephanie, 1979- author.
Minneapolis : University of Minnesota Press, [2017] 2017

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36
Electronic Book
 

My life as a night elf priest : an anthropological account of World of warcraft


Nardi, Bonnie A., author.
Ann Arbor : University of Michigan Press : University of Michigan Library, [2010] 2010

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37
Electronic Book
 

Persuasive games the expressive power of videogames


Bogost, Ian.
Cambridge, MA : MIT Press, c2007. 2007

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38
Print Material
 

Persuasive games : the expressive power of videogames


Bogost, Ian.
Cambridge, Mass. : MIT Press, c2007. 2007

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39
Electronic Book
 

The place of play : toys and digital cultures


Lauwaert, Maaike.
Amsterdam : Amsterdam University Press, ©2009. 2009

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40
Print Material
 

Play like a feminist


Chess, Shira, author.
Cambridge, Massachusetts : The MIT Press, [2020] 2020

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41
Electronic Book
 

Play redux : the form of computer games


Myers, David, 1953-
Ann Arbor : The University of Michigan Press : The University of Michigan Library, c2010. 2010

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42
Electronic Book
 

Playful identities : the ludification of digital media cultures



Amsterdam, [Netherlands] : Amsterdam University Press, 2015. 2015

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43
Electronic Book
 

Playful identities : the ludification of digital media cultures



Amsterdam : Amsterdam University Press, [2015] 2015

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44
Electronic Book
 

Playing along digital games, YouTube, and virtual performance


Miller, Kiri.
Oxford ; New York : Oxford University Press, c2012. 2012

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45
Print Material
 

Playing to win : sports, video games, and the culture of play



Bloomington : Indiana University Press, [2015] 2015

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46
Electronic Book
 

Playing to win : sports, video games, and the culture of play



Bloomington : Indiana University Press, [2015] 2015

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47
Print Material
 

Reality is broken : why games make us better and how they can change the world


McGonigal, Jane.
New York : Penguin Group, 2011. 2011

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48
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49
Electronic Book
 

The socializing voyage of the video game player : growing-up with playing the sims


Lorentz, Pascaline, author.
Brno : Masaryk University, [2015] 2015

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50
Electronic Book
 

Superheroes y Superescenarios : El Potencial de Las Redes y Sus Comunidades


Contreras Espinosa, Ruth S., author.
Barcelona : Editorial UOC, [2015] 2015

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