Books on the topic 'Digital game worlds'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 books for your research on the topic 'Digital game worlds.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse books on a wide variety of disciplines and organise your bibliography correctly.
Gifford, Clive. Gadgets, games, robots and the digital world. London: DK, 2011.
Find full textSuzanne, De Castell, and Jenson Jennifer 1950-, eds. Worlds in play: International perspectives on digital games research. New York: Peter Lang, 2007.
Find full textAntropología de los mundos virtuales: Avatares, comunidades y piratas digitales. Quito: FLACSO Ecuador, 2011.
Find full textMcDonough, Jerome P. Preserving virtual worlds: Final report. Urbana-Campaign, Ill: Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.
Find full textGifford, Clive. Cool tech: Gadgets, games robots, and the digital world. New York: DK Pub., 2011.
Find full textHilde, Corneliussen, and Walker Jill, eds. Digital culture, play, and identity: A critical anthology of World of Warcraft research. Cambridge, MA: MIT Press, 2008.
Find full textInaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Kyōto-shi: Nakanishiya Shuppan, 2012.
Find full textPlaying smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Plantation, Florida: Specialty Press/A.D.D. Warehouse, 2014.
Find full textThe foley grail: The art of performing sound for film, games, and animation. Amsterdam: Focal Press, 2009.
Find full textLeni, Riefenstahl. Olympia. Koln: Taschen, 2002.
Find full textValkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.
Full textKagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.
Full textMeredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.
Full textCase, Julialicia, Eric Freeze, and Salvatore Pane. Story Mode. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350301405.
Full textDigital Games: Computers at Play (The Digital World). Chelsea House Pub (L), 2008.
Find full textMiah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.
Full text(Editor), Suzanne De Castell, and Jennifer Jenson (Editor), eds. Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo Van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2019.
Find full textPatterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.
Full textGifford, Clive. Cool Tech Gadgets, Games, Robots, and the Digital World. DK London, 2011.
Find full textSchell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.
Full textBarbin, Justin. Shoot World-Class IPhone Photos: Up Your Game with Pro Techniques, Apps and More. Amherst Media, Incorporated, 2018.
Find full textMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Find full textMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Find full textMondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.
Find full textGibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2018.
Find full textGibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2019.
Find full textCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Find full textCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Find full textCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Find full text(Editor), Hilde G. Corneliussen, and Jill Walker Rettberg (Editor), eds. Digital Culture, Play, and Identity: A World of Warcraft® Reader. The MIT Press, 2008.
Find full textSteiger, Diego. Game over Console Games Nerd Notebook: Dot Grid Journal/Logbook for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.
Find full textHoskins, Andrew. Digital Media and the Precarity of Memory. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0021.
Full textElkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.
Full textDigital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.
Find full textGrimes, Sara. Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.
Find full textGrieve, Gregory Price, and Daniel Veidlinger. Buddhism and Media Technologies. Edited by Michael Jerryson. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199362387.013.25.
Full textWorld of workcraft: Rediscovering motivation and engagement in the digital workplace. 2015.
Find full textSchneider, Florian. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190876791.003.0009.
Full textCudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.
Find full textExtending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2016.
Find full textCudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.
Find full textCudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.
Find full textSteiger, Diego. Play More Games Video Games Console Notebook: Dot Grid Journal/Logbook for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.
Find full textSteiger, Diego. Eat Sleep Game Repeat Controller Calendar 2021: Annual Calendar for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.
Find full text