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Biblio
Found 27 results
Author
Keyword
Title
Type
Year
2008
Lenhart, A.
,
J. Kahne
,
E. Middaugh
,
A. R. Macgill
,
C. Evans
, &
J. Vitak
(2008).
Teens, Video Games, and Civics
.
PEW INTERNET & AMERICAN LIFE PROJECT.
76.
Abstract
Purushotma, Ravi
,
Steven Thorne
, &
Julian Wheatley
(2008).
10 Key Principles for Designing Video Games for Foreign Language Learning
.
The William and Flora Hewlett Foundation.
Alvarez, J.
, &
L. Michaud
(2008).
Serious Games : Advergaming, edugaming, training and more
.
Abstract
2007
Nudell, Hannah
,
Cornelia Brunner
, &
Shelley Pasnik
(2007).
Playing 4 Keeps: Evaluation Report - Year 2 Report
.
Education Development Center, Inc.’s Center for Children and Technology.
13.
Abstract
National School Board Association
(2007).
Creating and connecting: Research and guidelines on online social—and educational—networking
.
National School Board Association,.
12.
Abstract
Susi, Tarja
,
Mikael Johannesson
, &
Per Backlund
(2007).
Serious Games - an overview
.
28.
Abstract
Kallio, Kirsi Pauliina
,
Kirsikka Kaipainen
, &
Frans Mäyrä
(2007).
Gaming Nation? Piloting the International Study of Games Cultures in Finland
.
Hypermedialaboratorion verkkojulkaisuja - Hypermedia Laboratory Net.
Abstract
2006
FAS
(2006).
R&D Challenges for Games In Learning
.
Summit on Educational Games: Harnessing the power of video games for learning.
17.
Abstract
Sandford, R.
,
M. Ulicsak
,
K. Facer
, &
T. Rudd
(2006).
Teaching with Games: Using commercial off-the-shelf computer games in formal education
.
Abstract
Marsden, Chris
,
Jonathan Cave
,
Eddy Nason
,
Andy Parkinson
,
Colin Blackman
, &
Jason Rutter
(2006).
Assessing Indirect Impacts of the EC Proposals for Video Regulation
.
Abstract
Narvaez, D.
, &
B. Mattan
(2006).
PRACTICING GOODNESS: PLAYING A PROSOCIAL VIDEO GAME
.
7.
Abstract
2005
Beinisch, Yischai
, &
Caroline Paunov
(2005).
Digital Broadband Content: The online computer and video game industry
.
Organisation for Economic Co-operation and Development (OECD).
Ibbitson, K. E.
, &
C. Irvine
(2005).
The Use of Complex Digital Games and Simulations in the Classroom to Enhance Engagement and Learning
.
39.
Abstract
2004
Brazell, Jim Brodie
,
Nicholas Kim
, &
Honoria Starbuck
(2004).
Gaming, A Technology Forecast
.
Abstract
2003
ScreenDigest
, &
ELSPA
(2003).
Interactive Leisure Software: Global market assessment and forecast to 2006
.
2002
Kerr, A.
(2002).
Loading... Please Wait: Ireland and the Global Games Industry
.
McFarlane, A.
,
A. Sparrowhawk
, &
Y. Heald
(2002).
Report on the Educational Use of Games: an Exploration by TEEM of the Contribution which Games Can Make to the Education Process
.
26.
Abstract
2001
Harris, J.
(2001).
The effects of computer games on young children: A review of the research
.
RDS Occasional Paper No 72.
Interactive Digital Software Association
(2001).
State of the Industry Report 2000-2001
.
2000
Ye, Zhan
(2000).
Designing User Interfaces for Games
.
Abstract
1
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