Libros sobre el tema "Digital game worlds"
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Gifford, Clive. Gadgets, games, robots and the digital world. London: DK, 2011.
Buscar texto completoSuzanne, De Castell y Jenson Jennifer 1950-, eds. Worlds in play: International perspectives on digital games research. New York: Peter Lang, 2007.
Buscar texto completoAntropología de los mundos virtuales: Avatares, comunidades y piratas digitales. Quito: FLACSO Ecuador, 2011.
Buscar texto completoMcDonough, Jerome P. Preserving virtual worlds: Final report. Urbana-Campaign, Ill: Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.
Buscar texto completoGifford, Clive. Cool tech: Gadgets, games robots, and the digital world. New York: DK Pub., 2011.
Buscar texto completoHilde, Corneliussen y Walker Jill, eds. Digital culture, play, and identity: A critical anthology of World of Warcraft research. Cambridge, MA: MIT Press, 2008.
Buscar texto completoInaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Kyōto-shi: Nakanishiya Shuppan, 2012.
Buscar texto completoPlaying 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.
Buscar texto completoThe foley grail: The art of performing sound for film, games, and animation. Amsterdam: Focal Press, 2009.
Buscar texto completoLeni, Riefenstahl. Olympia. Koln: Taschen, 2002.
Buscar texto completoValkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.
Texto completoKagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.
Texto completoMeredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Editado por Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.
Texto completoCase, Julialicia, Eric Freeze y Salvatore Pane. Story Mode. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350301405.
Texto completoDigital Games: Computers at Play (The Digital World). Chelsea House Pub (L), 2008.
Buscar texto completoMiah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.
Texto completo(Editor), Suzanne De Castell y Jennifer Jenson (Editor), eds. Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.
Buscar texto completoHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Buscar texto completoHilvoorde, Ivo Van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Buscar texto completoHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Buscar texto completoHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Buscar texto completoHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Buscar texto completoHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2019.
Buscar texto completoPatterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.
Texto completoGifford, Clive. Cool Tech Gadgets, Games, Robots, and the Digital World. DK London, 2011.
Buscar texto completoSchell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.
Texto completoBarbin, Justin. Shoot World-Class IPhone Photos: Up Your Game with Pro Techniques, Apps and More. Amherst Media, Incorporated, 2018.
Buscar texto completoMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Buscar texto completoMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Buscar texto completoMondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.
Buscar texto completoGibson, Margaret y Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2018.
Buscar texto completoGibson, Margaret y Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2019.
Buscar texto completoCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Buscar texto completoCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Buscar texto completoCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Buscar texto completo(Editor), Hilde G. Corneliussen y Jill Walker Rettberg (Editor), eds. Digital Culture, Play, and Identity: A World of Warcraft® Reader. The MIT Press, 2008.
Buscar texto completoSteiger, 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.
Buscar texto completoHoskins, Andrew. Digital Media and the Precarity of Memory. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0021.
Texto completoElkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.
Texto completoDigital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.
Buscar texto completoGrimes, Sara. Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.
Buscar texto completoGrieve, Gregory Price y Daniel Veidlinger. Buddhism and Media Technologies. Editado por Michael Jerryson. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199362387.013.25.
Texto completoWorld of workcraft: Rediscovering motivation and engagement in the digital workplace. 2015.
Buscar texto completoSchneider, Florian. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190876791.003.0009.
Texto completoCudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.
Buscar texto completoExtending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2016.
Buscar texto completoCudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.
Buscar texto completoCudworth, Ann Latham. Extending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2018.
Buscar texto completoSteiger, 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.
Buscar texto completoSteiger, 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.
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