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Book Categories |
1 | Playing video games as entertainment | 1 |
2 | Designing the experience of interactive play | 9 |
3 | A brief biography of computer games | 25 |
4 | The (computer) games people play | 43 |
5 | Perps, pimps, and provocative clothing : examining negative content patterns in video games | 57 |
6 | Massively multiplayer online games | 77 |
7 | Why people play games : an industry perspective | 91 |
8 | Why play? : an evolutionary perspective | 101 |
9 | The influence of personality factors on computer game choice | 115 |
10 | Effectance, self-efficacy, and the motivation to play video games | 133 |
11 | What attracts children? | 147 |
12 | Adolescents and the appeal of video games | 165 |
13 | Selective exposure to video games | 181 |
14 | A brief social history of game play | 197 |
15 | Video game uses and gratifications as predicators of use and game preference | 213 |
16 | The role of presence in the experience of electronic games | 225 |
17 | The role of music in video games | 241 |
18 | Narrative and interactivity in computer games | 259 |
19 | Realism, imagination, and narrative video games | 275 |
20 | Playing online | 291 |
21 | What went wrong with The Sims online : cultural learning and barriers to identification in a massively multiplayer online role-playing game | 307 |
22 | What do we know about social and psychological effects of computer games? : a comprehensive review of the current literature | 325 |
23 | Aggression and violence as effects of playing violent video games? | 347 |
24 | A theoretical model of the effects and consequences of playing video games | 363 |
25 | What can we learn from playing interactive games? | 379 |
26 | Video games for entertainment and education | 399 |
27 | Game playing and adolescents' development | 415 |
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Add Playing Video Games Motives, Responses, and Consequences, From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajecto, Playing Video Games Motives, Responses, and Consequences to the inventory that you are selling on WonderClubX
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Add Playing Video Games Motives, Responses, and Consequences, From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajecto, Playing Video Games Motives, Responses, and Consequences to your collection on WonderClub |