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Biblio
(2009). The Test of Time: McLuhan, Space, and the Rise of Civilization.
(, Ed.).Ecosee: Image, Rhetoric, and Nature. 257-77. Abstract
(2009). Video Games, Video Clips, and Islam: New Media and the Communication of Values.
Muslim Societies in the Age of Mass Consumption. 231–258. Abstract
(2009). Fear of Failing? The Many Meanings of Difficulty in Games.
(, Ed.).The Video Game Theory Reader 2. 237-252. Abstract
(2008). Designing an Educational Game: Case Study of ’Europe 2045’.
Transactions on Edutainment I. 1-16. Abstract
(2007). Without a Goal: On Open and Expressive Games.
(, Ed.).Videogame/Player/Text. Abstract
(2007). Story Manager in ‘Europe 2045‘ Uses Petri Nets.
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. 38-50. Abstract
(2007). Playing the Game: performance in digital game audiences.
(, Ed.).Fandom: Identities and Communities in a Mediated World. 271-281.
(2007). Of Sins, Vices and Pecados: The Cultural Context of Videogame Play.
(, Ed.).Uses and Gratifications of New Media. Abstract
(2007). Variation over Time: The Transformation of Space in Single-Screen Action Games.
(, Ed.).Space Time PLay.
(2007). Learning can't be fun, can it..
(, Ed.).Gender in E-learning and Educational Games. 239-260. Abstract
(2007). Film Music vs. Video-Game Music: The Case of Silent Hill.
(, Ed.).Music, Sound and Multimedia. 68 - 84.
(2006). A Player-centred Approach to Digital Game Design.
(, Ed.).Understanding Digital Games. 75-92.
(2006). A (Brief) Social History of Gaming.
(, Ed.).Video Games: Motivations and Consequences of Use.
(2006). Creating emotions by characters design for computer games.
Technologies for E-Learning and Digital Entertainment, Proceedings. 3942, 638-647. Abstract
(2006). Didactic Analysis of Digital Games and Game-Based Learning.
(, Ed.).Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning. 1, 8-37.
(2006). Learning when Using Commercial Computer Games as Simulations: A Case Study Using a Simulation Game.
(, Ed.).Affective and Emotional Aspects of Human-computer Interaction: Game-based and Innovative Learning Approaches: The Future of Learning. 1, 113-135.
(2006). Cultural Studies and Digital Games.
(, Ed.).Understanding Digital Games. 148-165.
(2006). Digital Games in Education.
(, Ed.).Understanding Digital Games. 223-240.
(2006). Community, Identity and Digital Games.
(, Ed.).Understanding Digital Games. 166-182.
(2006). Literary Theory and Digital Games.
(, Ed.).Understanding Digital Games.
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