Books on the topic 'Online digital games'
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Thomas, Angela. Youth online: Identity and literacy in the digital age. Peter Lang, 2007.
Find full textStang, Sarah, Mikko Meriläinen, Joleen Blom, and Lobna Hassan. Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682.
Full textSchwarzer, Bettina, and Sarah Spitzer. Digitale Spiele im interdisziplinären Diskurs: Entwicklungen und Perspektiven der Alltagskultur, Technologie und Wirtschaft. Nomos, 2014.
Find full textJin, Dal Yong. Digital Hallyu 2.0: Transnationalization of Local Digital Games. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252039973.003.0007.
Full textCareer Building Through Interactive Online Games (Digital Career Building). Rosen Publishing Group, 2007.
Find 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 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 textTheatralität Digitaler Medien: Eine wissenssoziologische Betrachtung medialisierten Alltagshandelns. VS Verlag für Sozialwissenschaften, 2009.
Find full textPossamai-Inesedy, Alphia, and Alan Nixon. Digital Social: Religion and Belief. de Gruyter GmbH, Walter, 2019.
Find full textSchell, Bernadette H. Digital Detox. ABC-CLIO, LLC, 2022. http://dx.doi.org/10.5040/9798400640599.
Full textValkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.
Full textOn the Fringes of Literature and Digital Media Culture: Perspectives from Eastern and Western Europe. BRILL, 2018.
Find full textSiuda, Piotr, Jakub Majewski, and Krzysztof Chmielewski, eds. Gaming and Gamers in Times of Pandemic. Bloomsbury Publishing Inc, 2024. http://dx.doi.org/10.5040/9798765110270.
Full textTEAM, Quick GUIDES. AMAZON ENTERTAINMENT : TIPS and TRICKS: Make the Most Out of Amazon Music, Prime Video, Appstore, Digital Games, Online Courses, Audiobooks, Rapids. Independently Published, 2018.
Find full textWard, Mark, ed. Electronic Church in the Digital Age. Praeger, 2015. http://dx.doi.org/10.5040/9798216966111.
Full textBuccitelli, Anthony, ed. Race and Ethnicity in Digital Culture. Praeger, 2017. http://dx.doi.org/10.5040/9798216003953.
Full textWard, Mark, ed. The Electronic Church in the Digital Age. Praeger, 2015. http://dx.doi.org/10.5040/9798216966104.
Full textWatkins, S. Craig. Young and the Digital: What the Migration to Social Network Sites, Games, and Anytime, Anywhere Media Means for Our Future. Beacon Press, 2009.
Find full textGörgen, Arno. Krankheit in Digitalen Spielen: Interdisziplinäre Betrachtungen. transcript Verlag, 2020.
Find full textGörgen, Arno, and Stefan Heinrich Simond. Krankheit in Digitalen Spielen: Interdisziplinäre Betrachtungen. Transcript Verlag, 2020.
Find full textKeating, Elizabeth. Challenges of Conducting Interaction with Technologically Mediated Bodies. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0012.
Full textMiah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.
Full textStein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.
Find full textStein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Routledge, Chapman & Hall, Incorporated, 2022.
Find full textStein, Daniel, Jan-Noël Thon, and Andreas Rauscher. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis Group, 2020.
Find full textDaniel, Stein, Thon Jan-Noël, Rauscher Andreas, Stein Daniel, and Thon Jan-Noël, eds. Comics and Videogames: From Hybrid Medialities to Transmedia Expansions. Taylor & Francis, 2021.
Find full textGamble, Steven. Digital Flows. Oxford University PressNew York, 2024. http://dx.doi.org/10.1093/oso/9780197656389.001.0001.
Full textGrieve, Gregory Price, and Daniel Veidlinger. Buddhism and Media Technologies. Edited by Michael Jerryson. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199362387.013.25.
Full textWright, Kristina, and Sara K. Howe, eds. Multimodal and Digital Creative Writing Pedagogies. The Rowman & Littlefield Publishing Group, 2023. https://doi.org/10.5040/9781978723122.
Full textErsch, Christina Maria, and Marion Grein, eds. Multikodalität und Digitales Lehren und Lernen. Frank & Timme, 2021. http://dx.doi.org/10.26530/20.500.12657/51398.
Full textHindman, Matthew. The Internet Trap. Princeton University Press, 2018. http://dx.doi.org/10.23943/princeton/9780691159263.001.0001.
Full textDowd, Cate. Digital Journalism, Drones, and Automation. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190655860.001.0001.
Full textMcAlpine, Kenneth B. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0001.
Full textJirsa, Tomáš, and Mathias Bonde Korsgaard, eds. Traveling Music Videos. Bloomsbury Publishing Inc, 2024. http://dx.doi.org/10.5040/9781501398025.
Full textDubois, Elizabeth, and Fenwick McKelvey. Canada. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190931407.003.0004.
Full textForgeng, Jeffrey L., and Will Mclean. Daily Life in Chaucer’s England. 2nd ed. Greenwood Publishing Group, Inc., 2008. http://dx.doi.org/10.5040/9798400636868.
Full textHopwood, Jennifer L. Best STEM Resources for NextGen Scientists. ABC-CLIO, LLC, 2015. http://dx.doi.org/10.5040/9798400617690.
Full textCaldwell, Craig. Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.
Find full textCaldwell, Craig. Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.
Find full textCaldwell, Craig. Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.
Find full textStory Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.
Find full textStory Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality. Taylor & Francis Group, 2017.
Find full textNiels, Gunnar, Helen Jenkins, and James Kavanagh. Economics for Competition Lawyers. 2nd ed. Oxford University Press, 2016. http://dx.doi.org/10.1093/law/9780198717652.001.0001.
Full textShatzkin, Mike, and Robert Paris Riger. The Book Business. Oxford University Press, 2019. http://dx.doi.org/10.1093/wentk/9780190628031.001.0001.
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