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1

Reinders, Hayo, ed. Digital Games in Language Learning and Teaching. Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267.

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2

1958-, Jenkins Henry, ed. Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press, 2011.

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3

Thomas, Angela. Youth online: Identity and literacy in the digital age. Peter Lang, 2007.

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4

Albuquerque, Beatriz. Video games + glitch = learning: Video games vs. teachers. LAP Lambert Academic Publishing, 2012.

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5

author, Pietruszewska-Kobiela Grażyna, and Sasuła Łukasz author, eds. Religijność nowych mediów. Wydawnictwo Adam Marszałek, 2017.

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6

Hemminger, Elke. The mergence of spaces: Experiences of reality in digital role-playing games. Edition Sigma, 2009.

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7

Gerardo E. de los Santos. From digital divide to digital democracy. League for Innovation in the Community College, 2003.

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8

Digital Games As History. Taylor & Francis Group, 2018.

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9

Digital Games As History. Taylor & Francis Group, 2016.

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10

Digital Games as History. 2016.

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11

Squire, Kurt, Constance Steinkuehler, and Sasha Barab. Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge University Press, 2012.

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12

Squire, Kurt, Constance Steinkuehler, and Sasha Barab. Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge University Press, 2012.

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13

Squire, Kurt, Constance Steinkuehler, and Sasha Barab. Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge University Press, 2014.

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14

Squire, Kurt, Constance Steinkuehler, and Sasha Barab. Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge University Press, 2012.

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15

Squire, Kurt, Constance Steinkuehler, and Sasha Barab. Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge University Press, 2012.

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16

Chapman, Adam. Digital Games As History: How Videogames Represent the Past and Offer Access to Historical Practice. Taylor & Francis Group, 2016.

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17

Digital games in language learning and teaching. Palgrave Macmillan, 2012.

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18

Reinders, Hayo. Digital Games in Language Learning and Teaching. Palgrave Macmillan, 2012.

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19

Reinders, Hayo. Digital Games in Language Learning and Teaching. Palgrave Macmillan, 2012.

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20

Reinders, Hayo. Digital Games in Language Learning and Teaching. Palgrave Macmillan, 2012.

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21

CAMPBELL, Heidi, and Gregory Price GRIEVE. Playing with Religion in Digital Games. Indiana University Press, 2014.

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22

Schutz, Jorian P. Of digital hermeneutics. 2006.

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23

Breuer, Johannes, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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24

Breuer, Johannes, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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25

Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers. Taylor & Francis Group, 2018.

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26

Playful teaching, learning games: New tool for digital classrooms. SensePublishers, 2011.

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27

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.

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28

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.

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29

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2016.

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30

Nissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.

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31

Digital Love: Romance and Sexuality in Games. Taylor & Francis Group, 2017.

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32

McDonald, Heidi. Digital Love: Romance and Sexuality in Games. CRC Press LLC, 2017.

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33

McDonald, Heidi. Digital Love: Romance and Sexuality in Games. Taylor & Francis Group, 2017.

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34

McDonald, Heidi. Digital Love: Romance and Sexuality in Games. CRC Press LLC, 2017.

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35

Digital Love: Romance and Sexuality in Games. CRC Press LLC, 2017.

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36

Digital Love: Romance and Sexuality in Games. CRC Press LLC, 2017.

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37

Kerr, Aphra. Business and Culture of Digital Games: Gamework and Gameplay. SAGE Publications, Incorporated, 2006.

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38

Kerr, Aphra. Business and Culture of Digital Games: Gamework and Gameplay. SAGE Publications, Limited, 2008.

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39

Leonard, David J., Kishonna L. Gray, and David J. Leonardi. Woke Gaming: Digital Challenges to Social Injustice. University of Washington Press, 2018.

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40

Schaaf, Ryan L., and Nicky Mohan. Game On: Using Digital Games to Transform Teaching, Learning, and Assessment. Solution Tree, 2016.

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41

Global Games: Production in the Digital Game Industry. Routledge, 2017.

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42

Kerr, Aphra. Global Games: Production in the Digital Game Industry. Taylor & Francis Group, 2016.

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43

Kerr, Aphra. The Business and Culture of Digital Games: Gamework and Gameplay. Sage Publications Ltd, 2006.

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44

Kerr, Aphra. The Business and Culture of Digital Games: Gamework and Gameplay. Sage Publications Ltd, 2006.

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45

Woke Gaming: Digital Challenges to Oppression and Social Injustice. University of Washington Press, 2018.

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46

Woke Gaming: Digital Challenges to Oppression and Social Injustice. University of Washington Press, 2018.

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47

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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48

Milburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.

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49

Videogames, Identity, and Digital Subjectivity. Taylor & Francis Group, 2017.

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50

Gallagher, Rob. Videogames, Identity and Digital Subjectivity. Taylor & Francis Group, 2017.

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