Computer games - Social aspects.
Overview
Works: | 26 works in 10 publications in 10 languages |
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Titles
Visual digital culture : = surface play and spectacle in new media genres /
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(Language materials, printed)
Digital culture, play, and identity : = a World of Warcraft reader /
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(Language materials, printed)
Computer games as a sociocultural phenomenon = games without frontiers, war without tears /
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(Electronic resources)
Economics and social conflict = evil actions and evil social institutions in virtual worlds /
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(Electronic resources)
Expressive processing : = digital fictions, computer games, and software studies /
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(Language materials, printed)
Games and ethics = theoretical and empirical approaches to ethical questions in digital game cultures /
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(Electronic resources)
Digital culture, play, and identity = a World of Warcraft reader /
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(Language materials, printed)
Gaming lives in the twenty-first century : = literate connections /
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(Language materials, printed)
My life as a night elf priest = an anthropological account of World of warcraft /
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(Electronic resources)
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