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BibliographyFound 25 results Filters: type is Report [Clear All Filters] B
"Digital Broadband Content: The online computer and video game industry",
Organisation for Economic Co-operation and Development (OECD), Paris, OECD, 5/2005.
Gaming, A Technology Forecast,
: Texas State Techincal College, 2004 .
Abstract
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Girls and gaming: a console video game content analysis,
: Children Now, 2000 .
Abstract
F
"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
"The effects of computer games on young children: A review of the research",
RDS Occasional Paper No 72, London, The Home Office, 2001 .
I
The Use of Complex Digital Games and Simulations in the Classroom to Enhance Engagement and Learning,
, Irvine, California, Concordia University, pp. 39, 2005.
Abstract
State of the Industry Report 2000-2001,
, 2001 .
From fantasy worlds to backgammon: US online gaming forecast and analysis, 1999-2004,
, Framingham, MA, IDC, 2000 .
State of the industry report 2000-2001,
, Washington, DC, Interactive Digital Software Association, 2000 .
K
"Gaming Nation? Piloting the International Study of Games Cultures in Finland",
Hypermedialaboratorion verkkojulkaisuja - Hypermedia Laboratory Net, 2007 .
Abstract
Loading... Please Wait: Ireland and the Global Games Industry,
: STeM, 2002 .
"The Development of Multimedia in Ireland",
Report for the Social Learning in Multimedia Network, Dublin, Dublin City University, 1997 .
L
"Teens, Video Games, and Civics",
PEW INTERNET & AMERICAN LIFE PROJECT, Washington, DC, Pew Internet & American Life Project, pp. 76, 09/2008.
Abstract
M
Assessing Indirect Impacts of the EC Proposals for Video Regulation,
: RAND Europe/Ofcom, 2006 .
Abstract
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
Video Game Culture: Leisure and Play Preferences of B.C. Teens,
, Burnaby B.C., Simon Fraser University, 1998 .
N
"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
"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
PRACTICING GOODNESS: PLAYING A PROSOCIAL VIDEO GAME,
, Notre Dame, Indiana, USA, Center for Ethical Education, University of Notre Dame, pp. 7, 2006 .
Abstract
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Serious Games - an overview,
, Skövde, Sweden, School of Humanities and Informatics, University of Skövde, Sweden, pp. 28, 02/2007.
Abstract
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