Books on the topic 'Digital game worlds'
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Stang, Sarah, Mikko Meriläinen, Joleen Blom, and Lobna Hassan. Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682.
Full textSuzanne, De Castell, and Jenson Jennifer 1950-, eds. Worlds in play: International perspectives on digital games research. Peter Lang, 2007.
Find full textMcDonough, Jerome P. Preserving virtual worlds: Final report. Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.
Find full textGifford, Clive. Cool tech: Gadgets, games robots, and the digital world. DK Pub., 2011.
Find full textHilde, Corneliussen, and Walker Jill, eds. Digital culture, play, and identity: A critical anthology of World of Warcraft research. MIT Press, 2008.
Find full textInaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Nakanishiya Shuppan, 2012.
Find full textValkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.
Full textKagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.
Full textMeredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.
Full textCase, Julialicia, Eric Freeze, and Salvatore Pane. Story Mode. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350301405.
Full textDigital Games: Computers at Play (The Digital World). Chelsea House Pub (L), 2008.
Find full textMiah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.
Full textAntropología de los mundos virtuales: Avatares, comunidades y piratas digitales. FLACSO Ecuador, 2011.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo Van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2017.
Find full textHilvoorde, Ivo van. Sport and Play in a Digital World. Taylor & Francis Group, 2019.
Find full textPatterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.
Full text(Editor), Suzanne De Castell, and Jennifer Jenson (Editor), eds. Worlds in Play: International Perspectives on Digital Games Research (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.
Find full textGifford, Clive. Cool Tech Gadgets, Games, Robots, and the Digital World. DK London, 2011.
Find full textDigital Culture, Play, and Identity: A World of Warcraft® Reader. MIT Press, 2011.
Find full textBarbin, Justin. Shoot World-Class IPhone Photos: Up Your Game with Pro Techniques, Apps and More. Amherst Media, Incorporated, 2018.
Find full textSchell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.
Full textMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Find full textMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Find full textGibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2018.
Find full textGibson, Margaret, and Clarissa Carden. Living and Dying in a Virtual World: Digital Kinships, Nostalgia, and Mourning in Second Life. Palgrave Macmillan, 2019.
Find full textLeeuwen, Theo van, and Staffan Selander. Semiotics of Toys and Games. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350324923.
Full textMondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.
Find full textCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Find full textCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Find full textCarbonell, Curtis D. World War Two Simulated: Digital Games and Reconfigurations of the Past. University of Exeter Press, 2023.
Find full textSteiger, Diego. Game over Console Games Nerd Notebook: Dot Grid Journal/Logbook for Fans and Friends of the Digital and Unlimited World in the World Wide Web. Independently Published, 2020.
Find full textGrant, August E., Amanda F. C. Sturgill, Chiung Hwang Chen, and Daniel A. Stout, eds. Religion Online. Praeger, 2019. http://dx.doi.org/10.5040/9798216984566.
Full textGrant, August E., Amanda F. C. Sturgill, Chiung Hwang Chen, and Daniel A. Stout, eds. Religion Online. Praeger, 2019. http://dx.doi.org/10.5040/9798216984559.
Full textHoskins, Andrew. Digital Media and the Precarity of Memory. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0021.
Full textFitch, Claire. Sounding Emerging Media. Taylor & Francis Group, 2022. https://doi.org/10.5040/9780367495497.
Full textDoggers, Peter. Chess Revolution: The Story of the Greatest Game, from the Ancient World to the Digital Age. Sterling Publishing Co., Inc., 2024.
Find full textComputer Security Literacy: Staying Safe in a Digital World. Taylor & Francis Group, 2016.
Find full textHartley, John. Make / Believe. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9798765128046.
Full textElkins, Evan. Locked Out. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.001.0001.
Full textGrimes, Sara. Digital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.
Find full textDigital Playgrounds: The Hidden Politics of Children's Online Play Spaces, Virtual Worlds, and Connected Games. University of Toronto Press, 2021.
Find full textJin, Dal Yong, and Nojin Kwak, eds. Communication, Digital Media, and Popular Culture in Korea. Lexington Books, 2018. https://doi.org/10.5040/9781666988017.
Full textBuccitelli, Anthony, ed. Race and Ethnicity in Digital Culture. Praeger, 2017. http://dx.doi.org/10.5040/9798216003953.
Full textWorld of workcraft: Rediscovering motivation and engagement in the digital workplace. 2015.
Find full textExtending Virtual Worlds: Advanced Design for Virtual Environments. Taylor & Francis Group, 2016.
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