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1

Games, learning, and society: Learning and meaning in the digital age. Cambridge: Cambridge University Press, 2012.

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2

Digital games in language learning and teaching. New York: Palgrave Macmillan, 2012.

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3

Reinders, Hayo, ed. Digital Games in Language Learning and Teaching. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267.

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4

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

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5

Playful teaching, learning games: New tool for digital classrooms. Rotterdam: SensePublishers, 2011.

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6

Expressive processing: Digital fictions, computer games, and software studies. Cambridge, MA: The MIT Press, 2009.

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7

Playing along: Digital games, YouTube, and virtual performance. Oxford: Oxford University Press, 2012.

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8

1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. Montréal: McGill-Queen's University Press, 2003.

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9

Expressive processing: Digital fictions, computer games, and software studies. Cambridge, Mass: MIT Press, 2012.

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10

Multiplayer: The social aspects of digital gaming. London: Routledge, 2014.

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11

Vice city virtue: Moral issues in digital game play. Leuven: Acco, 2011.

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12

Thomas, Angela. Youth online: Identity and literacy in the digital age. New York: Peter Lang, 2007.

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13

Hemminger, Elke. The mergence of spaces: Experiences of reality in digital role-playing games. Berlin: Edition Sigma, 2009.

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14

Playing with the past: Digital games and the simulation of history. New York: Bloomsbury Academic, 2013.

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15

Gerardo E. de los Santos. From digital divide to digital democracy. Phoenix, AZ: League for Innovation in the Community College, 2003.

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16

Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Bielefeld: Transcript, 2013.

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17

Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.

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18

Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.

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19

Games for actors and non-actors. London: Routledge, 1992.

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20

Games for actors and non-actors. 2nd ed. New York: Routledge, 2002.

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21

Ethics and game design: Teaching values through play. Hershey, PA: Information Science Reference, 2010.

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22

Video games and gaming culture: Critical concepts in media and cultural studies. Abingdon, Oxon: Routledge, 2016.

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23

1966-, McAllister Ken S., ed. Gaming matters: Art, science, magic, and the computer game medium. Tuscaloosa: The University of Alabama Press, 2011.

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24

Szeja, Jerzy Zygmunt. Gry fabularne--nowe zjawisko kultury współczesnej. Kraków: Rabid, 2004.

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25

The young and the digital: What the migration to social network sites, games, and anytime, anywhere media means for our future. Boston: Beacon Press, 2009.

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26

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

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27

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

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28

Playing with Religion in Digital Games. Indiana University Press, 2014.

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29

CAMPBELL, Heidi, and Gregory Price GRIEVE. Playing with Religion in Digital Games. Indiana University Press, 2014.

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30

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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31

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2016.

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32

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.

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33

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.

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34

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.

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35

D, Gibson David Ed, and Baek Youngkyun, eds. Digital simulations for improving education: Learning through artificial teaching environments. Hershey PA: Information Science Reference, 2009.

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36

Kerr, Aphra. The Business and Culture of Digital Games: Gamework and Gameplay. Sage Publications Ltd, 2006.

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37

Kerr, Aphra. The Business and Culture of Digital Games: Gamework and Gameplay. Sage Publications Ltd, 2006.

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38

Schaaf, Ryan L., and Nicky Mohan. Game On: Using Digital Games to Transform Teaching, Learning, and Assessment. Solution Tree, 2016.

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39

Youth Online: Identity and Literacy in the Digital Age (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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40

Youth Online: Identity and Literacy in the Digital Age (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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41

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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42

Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.

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43

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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44

New Perspectives on the Social Aspects of Digital Gaming: Multiplayer 2. Taylor & Francis Group, 2017.

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45

Design Games for Architecture: Creating Digital Design Tools with Unity. Routledge, 2013.

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46

Westre, Aaron. Design Games for Architecture: Creating Digital Design Tools with Unity. Routledge, 2013.

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47

Harper, Todd. Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2017.

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48

Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2013.

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49

1958-, Jenkins Henry, ed. Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press, 2011.

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50

The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,). Peter Lang Publishing, 2003.

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