'The Sims' is currently the best-selling computer game in which the players interact with a screen world, building and decorating houses, and striving to direct and control animated three-dimensional figures. The game's positioning of the player is very similar to the reader-positioning affected by the speculative genre of utopian narrative fiction
This article has a dual purpose. The first is to establish the relationship between videogames and ...
This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses...
Imaginary and technology are recursively intertwined, and digital entertainment is exemplar regardin...
The author of this hugely informative study explores the question of what happens when players pract...
In new narrative forms, such as videogames and online environments, the writer’s job is not to creat...
The Sims (2000-2003) is a fascinating computer game that allows the user to simulate human behaviour...
This study arises from pedagogical discussion about learning potential with computer games – more pr...
TestingGames have been part of human socializing activities since centuries. We see games being play...
The article presents the results of theoretical analysis of possibilities of the psychological using...
202 p.Thesis (Ph.D.)--University of Illinois at Urbana-Champaign, 2004.This dissertation applies a c...
Mathematics emerges and is used in out-of-school settings, such as workplace settings and everyday a...
This essay offers an ecocritical approach to studying games that accounts for the relationships betw...
One of the most rewarding, and challenging aspects of analysing and understanding digital games is t...
This paper challenges notions of gendered game playing practice implicit in much research into young...
This dissertation deals with the question as to what extent a technological phenomenon such as the d...
This article has a dual purpose. The first is to establish the relationship between videogames and ...
This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses...
Imaginary and technology are recursively intertwined, and digital entertainment is exemplar regardin...
The author of this hugely informative study explores the question of what happens when players pract...
In new narrative forms, such as videogames and online environments, the writer’s job is not to creat...
The Sims (2000-2003) is a fascinating computer game that allows the user to simulate human behaviour...
This study arises from pedagogical discussion about learning potential with computer games – more pr...
TestingGames have been part of human socializing activities since centuries. We see games being play...
The article presents the results of theoretical analysis of possibilities of the psychological using...
202 p.Thesis (Ph.D.)--University of Illinois at Urbana-Champaign, 2004.This dissertation applies a c...
Mathematics emerges and is used in out-of-school settings, such as workplace settings and everyday a...
This essay offers an ecocritical approach to studying games that accounts for the relationships betw...
One of the most rewarding, and challenging aspects of analysing and understanding digital games is t...
This paper challenges notions of gendered game playing practice implicit in much research into young...
This dissertation deals with the question as to what extent a technological phenomenon such as the d...
This article has a dual purpose. The first is to establish the relationship between videogames and ...
This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses...
Imaginary and technology are recursively intertwined, and digital entertainment is exemplar regardin...