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Results 41 - 60 of 1,187,284  for All Library Resources

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41
The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality
Material Type:
Book
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The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality

2022 Taylor & Francis ;ISBN: 1000438287 ;ISBN: 9781000438284 ;ISBN: 1032073543 ;ISBN: 0367432323 ;ISBN: 9780367432324 ;ISBN: 9781032073545 ;EISBN: 1000438422 ;EISBN: 9781000438420 ;EISBN: 1000438287 ;EISBN: 9781003001935 ;EISBN: 1003001939 ;EISBN: 9781000438284 ;DOI: 10.4324/9781003001935 ;OCLC: 1262371416

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42
Making Games: The Politics and Poetics of Game Creation Tools
Material Type:
Book
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Making Games: The Politics and Poetics of Game Creation Tools

ISBN: 0262044838 ;ISBN: 9780262044837 ;EISBN: 0262361353 ;EISBN: 9780262361354 ;EISBN: 9780262361361 ;EISBN: 0262361361 ;DOI: 10.7551/mitpress/12421.001.0001 ;OCLC: 1202406770

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43
Activision Blizzard: Makers of Overwatch and Call of Duty
Material Type:
Book
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Activision Blizzard: Makers of Overwatch and Call of Duty

ISBN: 1098290585 ;ISBN: 9781098290580 ;EISBN: 109827590X ;EISBN: 9781098275907 ;OCLC: 1407317541

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44
Pathological Video Game Symptoms from Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes
Material Type:
Article
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Pathological Video Game Symptoms from Adolescence to Emerging Adulthood: A 6-Year Longitudinal Study of Trajectories, Predictors, and Outcomes

Developmental psychology, 2020-07, Vol.56 (7), p.1385 [Peer Reviewed Journal]

ISSN: 0012-1649 ;EISSN: 1939-0599 ;DOI: 10.1037/dev0000939 ;PMID: 32352827

Digital Resources/Online E-Resources

45
Digital Character Creation for Video Games and Collectibles
Material Type:
Book
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Digital Character Creation for Video Games and Collectibles

2023 Samuel King ;ISBN: 100088340X ;ISBN: 9781000883404 ;ISBN: 1032012897 ;ISBN: 9781032012896 ;ISBN: 9781032012872 ;ISBN: 1032012870 ;ISBN: 1000883469 ;ISBN: 9781000883466 ;EISBN: 1000883469 ;EISBN: 9781003178057 ;EISBN: 1003178057 ;EISBN: 9781000883466 ;EISBN: 100088340X ;EISBN: 9781000883404 ;DOI: 10.1201/9781003178057 ;OCLC: 1376932487

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46
Todd Howard: Worldbuilding in Tamriel and Beyond
Material Type:
Book
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Todd Howard: Worldbuilding in Tamriel and Beyond

ISBN: 9781501350955 ;ISBN: 1501350951 ;EISBN: 9781501350986 ;EISBN: 1501350986 ;EISBN: 1501350978 ;EISBN: 9781501350979 ;DOI: 10.5040/9781501350993 ;OCLC: 1228033874

Digital Resources/Online E-Resources

47
Video Game Encyclopedia
Material Type:
Book
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Video Game Encyclopedia

ISBN: 9781098293017 ;ISBN: 1098293010 ;EISBN: 1098279913 ;EISBN: 9781098279912 ;OCLC: 1411299499

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48
Summary of Rob Dial's Level Up
Material Type:
Book
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Summary of Rob Dial's Level Up

EISBN: 9798330010646 ;OCLC: 1430663140

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49
Gamer Nation: The Rise of Modern Gaming and the Compulsion to Play Again
Material Type:
Book
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Gamer Nation: The Rise of Modern Gaming and the Compulsion to Play Again

ISBN: 1633883795 ;ISBN: 9781633883796 ;EISBN: 9781633883802 ;EISBN: 1633883809 ;OCLC: 1031422547

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50
The N64 Encyclopedia: Every Game Released for the Nintendo 64
Material Type:
Book
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The N64 Encyclopedia: Every Game Released for the Nintendo 64

ISBN: 9781526772183 ;ISBN: 1526772183 ;EISBN: 9781526772190 ;EISBN: 1526772191 ;OCLC: 1430661289

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51
Animal Crossing
Material Type:
Book
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Animal Crossing

ISBN: 9781532195785 ;ISBN: 1532195788 ;EISBN: 9781098216160 ;EISBN: 1098216164 ;OCLC: 1306055187

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52
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
Material Type:
Article
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The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?

PloS one, 2018-07, Vol.13 (7), p.e0200724-e0200724 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Roettl, Terlutter. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Roettl, Terlutter 2018 Roettl, Terlutter ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0200724 ;PMID: 30028839

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53
Serious Gaming and Gamification Education in Health Professions: Systematic Review
Material Type:
Article
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Serious Gaming and Gamification Education in Health Professions: Systematic Review

Journal of medical Internet research, 2019-03, Vol.21 (3), p.e12994-e12994 [Peer Reviewed Journal]

Sarah Victoria Gentry, Andrea Gauthier, Beatrice L’Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019. ;COPYRIGHT 2019 Journal of Medical Internet Research ;2019. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Sarah Victoria Gentry, Andrea Gauthier, Beatrice L’Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019. 2019 ;ISSN: 1438-8871 ;ISSN: 1439-4456 ;EISSN: 1438-8871 ;DOI: 10.2196/12994 ;PMID: 30920375

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54
The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest
Material Type:
Article
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The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest

The American psychologist, 2017-02, Vol.72 (2), p.126 [Peer Reviewed Journal]

(c) 2017 APA, all rights reserved). ;EISSN: 1935-990X ;DOI: 10.1037/a0040413 ;PMID: 28221065

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55
The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay
Material Type:
Book
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The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay

2020 Taylor & Francis ;ISBN: 9781351716529 ;ISBN: 1351716522 ;ISBN: 9781138895461 ;ISBN: 1138895466 ;ISBN: 1032177705 ;ISBN: 9781032177700 ;EISBN: 1351716522 ;EISBN: 9781351716505 ;EISBN: 9781351716512 ;EISBN: 9781315179490 ;EISBN: 1351716506 ;EISBN: 9781351716529 ;EISBN: 1351716514 ;EISBN: 1315179490 ;DOI: 10.4324/9781315179490 ;OCLC: 1110485620

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56
Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study
Material Type:
Article
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Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study

Psychological science, 2009-05, Vol.20 (5), p.594-602 [Peer Reviewed Journal]

2009 Association for Psychological Science ;ISSN: 0956-7976 ;EISSN: 1467-9280 ;DOI: 10.1111/j.1467-9280.2009.02340.x ;PMID: 19476590 ;CODEN: PSYSET

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57
Building a Game Pitch: How to Bottle Lightning
Material Type:
Book
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Building a Game Pitch: How to Bottle Lightning

2024 Arran Topalian ;ISBN: 9781032217079 ;ISBN: 1032217014 ;ISBN: 9781032217017 ;ISBN: 1032217073 ;EISBN: 9781003269632 ;EISBN: 1003807275 ;EISBN: 9781003807278 ;EISBN: 1003807240 ;EISBN: 9781003807247 ;EISBN: 100326963X ;DOI: 10.1201/9781003269632 ;OCLC: 1407318301

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58
Real Games: What's Legitimate and What's Not in Contemporary Videogames
Material Type:
Book
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Real Games: What's Legitimate and What's Not in Contemporary Videogames

2019 Massachusetts Institute of Technology ;ISBN: 9780262042604 ;ISBN: 0262042606 ;EISBN: 9780262353625 ;EISBN: 0262353628 ;EISBN: 0262353636 ;EISBN: 9780262353632 ;DOI: 10.7551/mitpress/12109.001.0001 ;OCLC: 1099682829

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59
Why It's OK to Be a Gamer
Material Type:
Book
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Why It's OK to Be a Gamer

2024 Sarah C. Malanowski and Nicholas R. Baima ;ISBN: 9781032312156 ;ISBN: 1032312130 ;ISBN: 9781032312132 ;ISBN: 1032312157 ;EISBN: 1003308635 ;EISBN: 9781003308638 ;EISBN: 1040012302 ;EISBN: 9781040012307 ;EISBN: 9781040012291 ;EISBN: 1040012299 ;DOI: 10.4324/9781003308638 ;OCLC: 1425790631

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60
EEG in game user analysis: A framework for expertise classification during gameplay
Material Type:
Article
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EEG in game user analysis: A framework for expertise classification during gameplay

PloS one, 2021-06, Vol.16 (6), p.e0246913-e0246913 [Peer Reviewed Journal]

COPYRIGHT 2021 Public Library of Science ;2021 Hafeez et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2021 Hafeez et al 2021 Hafeez et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0246913 ;PMID: 34143774

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Results 41 - 60 of 1,187,284  for All Library Resources

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