Bibliography

Found 25 results

Filters: type is Report  [Clear All Filters]
B
Beinisch, Yischai, Paunov, Caroline , "Digital Broadband Content: The online computer and video game industry", Organisation for Economic Co-operation and Development (OECD), Paris, OECD, 5/2005.
Brazell,Jim Brodie, Kim,Nicholas, Starbuck,Honoria , Gaming, A Technology Forecast, : Texas State Techincal College, 2004  . Abstract
C
Children Now, , Girls and gaming: a console video game content analysis, : Children Now, 2000  . Abstract
F
FAS , "R&D Challenges for Games In Learning", Summit on Educational Games: Harnessing the power of video games for learning, Washington, DC, Federation of American Scientist, pp. 17, 10/2006. Abstract
H
Harris, J. , "The effects of computer games on young children: A review of the research", RDS Occasional Paper No 72, London, The Home Office, 2001  .
I
Ibbitson, K. E., Irvine, C. , The Use of Complex Digital Games and Simulations in the Classroom to Enhance Engagement and Learning, , Irvine, California, Concordia University, pp. 39, 2005. Abstract
Interactive Digital Software Association, , State of the Industry Report 2000-2001, , 2001  .
IDC , From fantasy worlds to backgammon: US online gaming forecast and analysis, 1999-2004, , Framingham, MA, IDC, 2000  .
IDSA , State of the industry report 2000-2001, , Washington, DC, Interactive Digital Software Association, 2000  .
K
Kallio, Kirsi Pauliina, Kaipainen, Kirsikka, Mäyrä, Frans , "Gaming Nation? Piloting the International Study of Games Cultures in Finland", Hypermedialaboratorion verkkojulkaisuja - Hypermedia Laboratory Net, 2007  . Abstract
Kerr, A , Loading... Please Wait: Ireland and the Global Games Industry, : STeM, 2002  .
Kerr,A , "The Development of Multimedia in Ireland", Report for the Social Learning in Multimedia Network, Dublin, Dublin City University, 1997  .
L
Lenhart, A., Kahne, J., Middaugh, E, Macgill, A.R., Evans, C., Vitak, J. , "Teens, Video Games, and Civics", PEW INTERNET & AMERICAN LIFE PROJECT, Washington, DC, Pew Internet & American Life Project, pp. 76, 09/2008. Abstract
M
Marsden,Chris, Cave,Jonathan, Nason,Eddy, Parkinson,Andy, Blackman,Colin, Rutter,Jason , Assessing Indirect Impacts of the EC Proposals for Video Regulation, : RAND Europe/Ofcom, 2006  . Abstract
McFarlane, A., Sparrowhawk, A., Heald, Y. , Report on the Educational Use of Games: an Exploration by TEEM of the Contribution which Games Can Make to the Education Process, , St Ives, Cambridgeshire, UK, TEEM, pp. 26, 2002  . Abstract
Media Analysis Laboratory, , Video Game Culture: Leisure and Play Preferences of B.C. Teens, , Burnaby B.C., Simon Fraser University, 1998  .
N
National School Board Association, , "Creating and connecting: Research and guidelines on online social—and educational—networking", National School Board Association,: National School Board Association,, pp. 12, 07/2007. Abstract
Nudell, Hannah, Brunner, Cornelia, Pasnik, Shelley , "Playing 4 Keeps: Evaluation Report - Year 2 Report", Education Development Center, Inc.’s Center for Children and Technology, New York City, New York, Education Development Center, Inc.’s Center for Children and Technology, pp. 13, 12/2007. Abstract
Narvaez, D, Mattan, B , PRACTICING GOODNESS: PLAYING A PROSOCIAL VIDEO GAME, , Notre Dame, Indiana, USA, Center for Ethical Education, University of Notre Dame, pp. 7, 2006  . Abstract
S
Susi,Tarja, Johannesson, Mikael, Backlund, Per , Serious Games - an overview, , Skövde, Sweden, School of Humanities and Informatics, University of Skövde, Sweden, pp. 28, 02/2007. Abstract