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Bibliography
Found 12 results
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A
Au, Wagner James
,
Triumph of the mod: Player-created additions to computer games aren't a hobby anymore -- they're the lifeblood of the industry
,
, 2002 .
Abstract
Aarseth,Espen
,
Allegories of Space: The Question of Spatiality in Computer Games
,
, 1998 .
C
Carr, D.
,
Machinima and Education
,
, 2007 .
Abstract
Carr, D.
,
Pollmuller, B.
,
Teaching Media and Machinima in Second Life: Interview
,
, 2007 .
Abstract
D
Don Carson
,
Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry
,
, 2000 .
E
EDGE
,
Screen Play: The Future of Machinima
,
, 2007 .
Abstract
G
Gonzalez, Lauren
,
Redefining Games: How Academia Is Reshaping Games of the Future
,
, In Press .
Abstract
H
Hart,Sam
,
Gender and Racial Inequality in Video Games
,
, 1996 .
N
Nair, Harikesh
,
Intertemporal Price Discrimination with Forward-Looking Consumers: Application to the US Market for Console Video-Games
,
, 2006 .
Abstract
S
Sawyer, B.
,
Ten Myths About Serious Games
,
, 2007 .
Abstract
Smith, Roger
,
Game Impact Theory: The Five Forces That Are Driving the Adoption of Game Technologies within Multiple Established Industries
,
, 2006 .
Abstract
Schirra,Jörg R J
,
Computer game design: How to motivate engineering students to integrate technology with reflection
,
, 2001 .
Abstract
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