Video games - Psychological aspects.
Overview
Works: | 30 works in 10 publications in 10 languages |
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Titles
Half-real : = video games between real rules and fictional worlds /
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(Language materials, printed)
Gaming lives in the twenty-first century : = literate connections /
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(Language materials, printed)
Rules of the father in the last of us = masculinity among the ruins of neoliberalism /
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(Electronic resources)
Why video games are good for your soul : = pleasure and learning /
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(Language materials, printed)
Good video games + good learning : = collected essays on video games, learning, and literacy /
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(Language materials, printed)
Gaming and cognition = theories and practice from the learning sciences /
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(Electronic resources)
Learning in real and virtual worlds : = commercial video games as educational tools /
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(Electronic resources)
The gamer's brain = how neuroscience and UX can impact video game design /
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(Electronic resources)
How video games impact players : = the pitfalls and benefits of a gaming society /
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(Language materials, printed)
Glued to games = how video games draw us in and hold us spellbound /
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(Language materials, printed)
Playing computer games : = somatic experience and experience of the somatic /
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(Language materials, printed)
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