Books on the topic 'Digital games'

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1

Digital games and learning. New York: Continuum International Pub. Group, 2010.

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2

Williams, Andrew. History of Digital Games. Boca Raton, FL: Taylor & Francis, 2017.: Routledge, 2017. http://dx.doi.org/10.1201/9781315715377.

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3

Angelides, Marios C., and Harry Agius, eds. Handbook of Digital Games. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.

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4

Chapman, Adam. Digital Games as History. New York, NY: Routledge, 2016. | Series: Routledge advances: Routledge, 2016. http://dx.doi.org/10.4324/9781315732060.

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5

Voorhees, Gerald. Dungeons, dragons, and digital denizens: The digital role-playing game. New York: Continuum, 2012.

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6

Mitra, Ananda. Digital games: Computers at play. New York: Chelsea House, 2010.

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7

Abraham, Benjamin J. Digital Games After Climate Change. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91705-0.

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8

Peterson, Mark, and Nasser Jabbari. Digital Games in Language Learning. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003240075.

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9

Lowrie, Tom, and Robyn Jorgensen, eds. Digital Games and Mathematics Learning. Dordrecht: Springer Netherlands, 2015. http://dx.doi.org/10.1007/978-94-017-9517-3.

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10

Chen, John, ed. 50 Digital Team-Building Games. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781119203261.

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11

Mitra, Ananda. Digital games: Computers at play. New York: Chelsea House, 2010.

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12

Mitra, Ananda. Digital games: Computers at play. New York: Chelsea House, 2010.

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13

Digital Digimon monsters: The official character guide. New York, NY: HarperEntertainment, 2000.

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14

Digital warfare. New York: MIS:Press, 1996.

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15

Whitman, John. Digimon digital monsters: The official game guide. London: Puffin, 2000.

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16

Madej, Krystina. Physical Play and Children’s Digital Games. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42875-8.

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17

Fay, Nissenbaum Helen, ed. Values at play in digital games. Cambridge, Massachusetts: The MIT Press, 2014.

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18

Jin, Dal Yong. Digital Hallyu 2.0: Transnationalization of Local Digital Games. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252039973.003.0007.

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This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with online gaming. The rapid growth of the Korean digital game industry, including online gaming, and its export into the Western market have raised a fundamental question of whether digital culture has changed the nature of the Korean Wave, from a regionally focused intracultural flow to include a Western-focused contraflow. The chapter attempts to discuss the ways in which local online games, in particular massively multiplayer online role-playing games (MMORPGs), have advanced contraflow. In addition, it discusses a changing trend in the digital game sector, which has been occurring due to both the increasing role of China's game industries and the emergence of mobile gaming in the smartphone era. It also maps out the process by which Korean online games are appropriated for Western game users in a form of “glocalization”in both content and structure. Finally, the chapter articulates whether this new trend can diminish an asymmetrical cultural flow between the West and the East.
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19

Rutter, Jason, and Jo Bryce. Understanding Digital Games. SAGE Publications, Limited, 2008.

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20

Understanding Digital Games. 1 Oliver's Yard, 55 City Road, London EC1Y 1SP United Kingdom: SAGE Publications Ltd, 2006. http://dx.doi.org/10.4135/9781446211397.

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21

(Editor), Jason Rutter, and Jo Bryce (Editor), eds. Understanding Digital Games. Sage Publications Ltd, 2006.

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22

Rodriguez, Sarah, and Bounthavy Suvilay. Indie Games Digital. Ablaze, LLC, 2020.

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23

Rutter, Jason, and Jo Bryce. Understanding Digital Games. SAGE Publications, Incorporated, 2006.

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24

(Editor), Jason Rutter, and Jo Bryce (Editor), eds. Understanding Digital Games. Sage Publications Ltd, 2006.

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25

Whitman, John. Digimon, digital monsters. Gallimard, 2001.

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26

Whitton, Nicola. Learning with Digital Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203872987.

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27

Whitton, Nicola. Digital Games and Learning. Routledge, 2014. http://dx.doi.org/10.4324/9780203095935.

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28

Digital games and learning. Antonella Carvalho de Oliveira, 2019. http://dx.doi.org/10.22533/at.ed.742192501.

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29

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Limited, John, 2014.

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30

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Incorporated, John, 2014.

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31

Digital Games As History. Taylor & Francis Group, 2016.

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32

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley-Interscience, 2014.

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33

Children And Digital Games. Hogrefe Publishing, 2013.

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34

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Incorporated, John, 2014.

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35

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Incorporated, John, 2014.

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36

Rodriguez, Sarah, and Bounthavy Suvilay. Indie Games 2 Digital. Ablaze, LLC, 2022.

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37

Alexander, Shelly. Sinful Games-English Digital. A Touch of Sass, LLC, 2018.

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38

Angelides, Marios C., and Harry Agius. Handbook of Digital Games. Wiley & Sons, Incorporated, John, 2014.

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39

Digital Games As History. Taylor & Francis Group, 2018.

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40

Chuang, Tsung Yen. Digital Games and Learning. VDM Verlag Dr. Mueller e.K., 2007.

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41

Breen, Derek. Designing Digital Games: Create Games with Scratch! Wiley & Sons, Incorporated, John, 2016.

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42

Designing Digital Games: Create Games with Scratch! Wiley & Sons, Incorporated, John, 2016.

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43

Breen, Derek. Designing Digital Games: Create Games with Scratch! Wiley & Sons, Incorporated, John, 2016.

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44

Breuer, Johannes, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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45

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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46

Breuer, Johannes, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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47

Voorhees, Gerald A., Joshua Call, and Katie Whitlock. Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game. Bloomsbury Publishing Plc, 2012.

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48

Silva, Adriana de Souza e. and Sutko Daniel M, eds. Digital cityscapes: Merging digital and urban playspaces. New York: P. Lang, 2009.

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49

Digital Games: Computers at Play (The Digital World). Chelsea House Pub (L), 2008.

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50

Breuer, Johannes, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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