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1

Panayiotis, Zaphiris, and Ang Chee Siang, eds. Social computing and virtual communities. Taylor & Francis, 2009.

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2

P, Moran Thomas, and Newell Allen, eds. The psychology of human-computer interaction. Erlbaum, 1986.

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3

1950-, Carroll John M., ed. Interfacing thought: Cognitive aspects of human-computer interaction. MIT Press, 1987.

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4

Sue, Howard, ed. Wired-up: Young people and the electronic media. UCL Press, 1998.

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5

Kühnel, Christine. Quantifying Quality Aspects of Multimodal Interactive Systems. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29602-4.

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6

Kühnel, Christine. Quantifying Quality Aspects of Multimodal Interactive Systems. Springer Berlin Heidelberg, 2012.

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7

Veer, G. C. van der, Mulder G, Dutch Human Performance Group, and Dutch Psychonomic Society, eds. Human-computer interaction: Psychonomic aspects. Springer-Verlag, 1988.

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8

I, Siddiqi J., and Roast C. R, eds. Formal aspects of human interaction. I.E.E., 1997.

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9

Veer, Gerrit C. Human-Computer Interaction: Psychonomic Aspects. Springer Berlin Heidelberg, 1988.

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10

Poupynin, Youri A. Interaction between aspect and voice in Russian. LINCOM EUROPA, 1999.

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11

Grau Ruiz, María Amparo, ed. Interactive Robotics: Legal, Ethical, Social and Economic Aspects. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04305-5.

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12

Singh, Archana, and Indrakant K. Singh, eds. Molecular Aspects of Plant-Pathogen Interaction. Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-7371-7.

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13

Interactive Peacemaking. Taylor & Francis Group, 2022.

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14

Out of Home Interactive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities. Taylor & Francis Group, 2014.

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15

Mitchell, Allyson, Tami Moehring, and Janet Zanetis. Museums and Interactive Virtual Learning. Taylor & Francis Group, 2022.

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16

Mitchell, Allyson, Tami Moehring, and Janet Zanetis. Museums and Interactive Virtual Learning. Taylor & Francis Group, 2022.

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17

Museums and Interactive Virtual Learning. Taylor & Francis Group, 2022.

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18

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. CRC Press LLC, 2015.

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19

Gilbert, Sari. Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. Taylor & Francis Group, 2015.

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20

Gilbert, Sari. Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. CRC Press LLC, 2015.

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21

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. CRC Press LLC, 2015.

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22

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education. Routledge, 2015.

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23

Downes, Daniel. Interactive Realism: The Poetics of Cyberspace. McGill-Queen's University Press, 2005.

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24

Interactive Realism: The Poetics Of Cyberspace. McGill-Queen's University Press, 2005.

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25

Interactive Realism: The Poetics Of Cyberspace. McGill-Queen's University Press, 2005.

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26

Dalelio, Corinne M. Interactive Media and Society. The Rowman & Littlefield Publishing Group, 2022. https://doi.org/10.5040/9781666995183.

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A 2023 Choice Reviews Outstanding Academic Title In this book, Corinne M. Dalelio analyzes how the rise of interactive media over the last few decades has had enormous impacts on every aspect of American society—the ways in which we organize, produce, consume, engage, entertain, and inform. Yet the vestiges of the one-way, broadcast model of the media industries continue to be primary, prominent, and persuasive in our culture, Dalelio argues. This book offers clarity and insight into the current media landscape by first outlining what it is that makes interactive media distinct from that which came before, and then identifying the harmonies and tensions between media systems—new and old—as they operate in various communicative contexts still in flux. These contexts include art, journalism, activism, marketing, and even the public sphere. Dalelio encourages readers to hone their critical digital literacy skills by supplying them with analytical concepts and theoretical principles that can be applied, regardless of how these tools change or evolve, ultimately enabling more thoughtful and meaningful interactive media usage and consumption. Elucidated throughout with interesting and relevant narrative examples, this book offers an engaging and straightforward presentation of the current scholarly understanding of these tools along with practical tips for navigating the challenges of our complex media ecosystem. Scholars of media studies, communication, sociology, and American studies will find this book particularly useful.
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27

Ceva, Emanuela. Interactive Justice: A Proceduralist Approach to Value Conflict in Politics. Taylor & Francis Group, 2016.

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28

Ceva, Emanuela. Interactive Justice: A Proceduralist Approach to Value Conflict in Politics. Taylor & Francis Group, 2019.

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29

Ceva, Emanuela. Interactive Justice: A Proceduralist Approach to Value Conflict in Politics. Taylor & Francis Group, 2016.

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30

Interactive Justice: A Proceduralist Approach to Value Conflict in Politics. Taylor & Francis Group, 2016.

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31

Gou, Zhonghua, Abdullateef Olanrewaju, and Zalina Shari. Greening Affordable Housing: An Interactive Approach. Taylor & Francis Group, 2019.

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32

Gou, Zhonghua, Abdullateef Olanrewaju, and Zalina Shari. Greening Affordable Housing: An Interactive Approach. Taylor & Francis Group, 2019.

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33

Gou, Zhonghua, Abdullateef Olanrewaju, and Zalina Shari. Greening Affordable Housing: An Interactive Approach. Taylor & Francis Group, 2019.

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34

Gou, Zhonghua, Abdullateef Olanrewaju, and Zalina Shari. Greening Affordable Housing: An Interactive Approach. Taylor & Francis Group, 2019.

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35

Greening Affordable Housing: An Interactive Approach. Taylor & Francis Group, 2019.

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36

Hachten, William A., and James F. Scotton. World News Prism: Digital, Social and Interactive. Wiley & Sons, Incorporated, John, 2015.

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37

Hachten, William A., and James F. Scotton. World News Prism: Digital, Social and Interactive. Wiley & Sons, Incorporated, John, 2015.

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38

Hachten, William A., and James F. Scotton. World News Prism: Digital, Social and Interactive. Wiley & Sons, Incorporated, John, 2015.

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39

Understanding Kids Play and Interactive Design. Taylor & Francis Group, 2019.

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40

Schlichting, Mark, and Barbara Chase. Understanding Kids Play and Interactive Design. Taylor & Francis Group, 2019.

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41

Hanauer, Cornell. Math Transformers Information : an Added Plus-The Interactive Aspect to Makes Learning Fun: Introduction to Math Transformations. Independently Published, 2021.

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42

Tavinor, Grant. Aesthetics of Virtual Reality. Taylor & Francis Group, 2021.

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43

Tavinor, Grant. Aesthetics of Virtual Reality. Taylor & Francis Group, 2021.

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44

Tavinor, Grant. Aesthetics of Virtual Reality. Taylor & Francis Group, 2021.

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45

The Aesthetics of Virtual Reality. Routledge, 2021.

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46

Aesthetics of Virtual Reality. Routledge, 2021.

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47

Cole, Sara M. Identity and Play in Interactive Digital Media: Ergodic Ontogeny. Taylor & Francis Group, 2017.

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48

Identity and Play in Interactive Digital Media: Ergodic Ontogeny. Taylor & Francis Group, 2017.

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49

Cole, Sara M. Identity and Play in Interactive Digital Media: Ergodic Ontogeny. Taylor & Francis Group, 2017.

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50

Identity and Play in Interactive Digital Media: Ergodic Ontogeny. Taylor & Francis Group, 2019.

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