Books on the topic 'Problematic use of video games'
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Carol, Savill-Smith, and Great Britain. Learning and Skills Development Agency., eds. The Use of computer and video games for learning: A review of the literature. LSDA, 2004.
Find full textMicetic, Leigh Ann. Living arrangements, substance use, personality and gender as predictors of achievement and performance on video games. Laurentian University, Department of Psychology, 1998.
Find full textUnited States. Congress. Senate. Committee on Governmental Affairs. Permanent Subcommittee on Investigations. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.
Find full textInvestigations, United States Congress Senate Committee on Governmental Affairs Permanent Subcommittee on. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.
Find full textUnited States. Congress. Senate. Committee on Governmental Affairs. Permanent Subcommittee on Investigations. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.
Find full textAuditor, Montana Legislature Office of the Legislative. Performance audit report: Controls over use of state telephones. The Office, 1986.
Find full textKerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.
Full textGames, Prima. The Ultimate Code Book: Cheats and the Cheating Cheaters Who Use Them (Prima Games). Prima Games, 2003.
Find full textParker, Philip M. The World Market for Video Games for Use with a Television Receiver: A 2007 Global Trade Perspective. ICON Group International, Inc., 2006.
Find full textThe World Market for Video Games for Use with a Television Receiver: A 2004 Global Trade Perspective. Icon Group International, Inc., 2005.
Find full textGibbons, William. Playing Chopin. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0010.
Full textGibbons, William. Allusions of Grandeur. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0005.
Full textWeinel, Jonathan. Virtual Unreality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0008.
Full textGibbons, William. Playing with Music History. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0003.
Full textCoyne, Sarah M., Laura M. Padilla-Walker, and Emily Howard. Media Uses in Emerging Adulthood. Edited by Jeffrey Jensen Arnett. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199795574.013.003.
Full textKassabian, Anahid. The End of Diegesis As We Know It? Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.032.
Full textSagan, Meredith, and Timothy Fong. Integrative Approach to Behavioral Addictions: Internet Gaming Disorder (IGD) and Compulsive Buying Disorder (CBD). Edited by Shahla J. Modir and George E. Muñoz. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780190275334.003.0010.
Full textWeinel, Jonathan. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0001.
Full textWeinel, Jonathan. Inner Sound. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.001.0001.
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