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Books on the topic 'Video game literacy'

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1

Learning in video game affinity spaces. New York: P. Lang, 2011.

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2

Good video games and good learning: Collected essays on video games, learning, and literacy. New York: P. Lang, 2007.

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3

Narrative pleasures in young adult novels, films, and video games. New York: Palgrave Macmillan, 2011.

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4

Hawkeye Collins & Amy Adams in the case of the video game smugglers & 9 other mysteries. New York: Meadowbrook Press, 2012.

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5

Wordplay and the discourse of video games: Analyzing words, design, and play. New York: Routledge, 2012.

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6

1950-, Allen Kate, ed. Reading Japan cool: Patterns of manga literacy and discourse. Lanham, Md: Lexington Books, 2009.

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7

The magic circle. Las Vegas, NV: Amazon Publishing, 2013.

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8

Keen, Suzanne. Narrative form. New York: Palgrave Macmillan, 2003.

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9

Virtual literacies: Interactive spaces for children and young people. New York, NY: Routledge, 2012.

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10

White, Shane. Things undone. New York: NBM Pub., 2009.

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11

Things undone. New York: NBM Pub., 2009.

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12

The language of gaming. New York: Palgrave Macmillan, 2012.

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13

Ensslin, Astrid. The language of gaming. New York: Palgrave Macmillan, 2012.

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14

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy. Lang Publishing, Incorporated, Peter, 2013.

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15

Digital Games: Literacy in Action. Wakefield Press Pty, Limited, 2012.

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16

Domsch, Sebastian. Storyplaying: Agency and Narrative in Video Games. De Gruyter, Inc., 2013.

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17

Andersen, Neil. At the Controls: Questioning Video and Computer Games (Fact Finders Media Literacy). Fact Finders, 2007.

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18

Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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19

Gee, James Paul. Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.

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20

What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2004.

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21

What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, 2003.

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22

Kafai, Yasmin B., Quinn Burke, and Constance Steinkuehler. Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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23

Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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24

Kafai, Yasmin B., Quinn Burke, and Constance Steinkuehler. Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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25

Kafai, Yasmin B., Quinn Burke, and Constance Steinkuehler. Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy. MIT Press, 2016.

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26

What Video Games Have to Teach Us about Learning and Literacy: Revised and Updated Edition. 2nd ed. Palgrave Macmillan, 2007.

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27

Haiken, Michele. Gamify literacy: Boost comprehension, collaboration and learning. 2017.

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28

Lo, Ch'Ing, and Mu Yang. Forbidden Games & Video Poems: The Poetry of Yang Mu and Lo Ch'Ing. Univ of Washington Pr, 1993.

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29

Roe, Allen Joseph, ed. Forbidden games & video poems: The poetry of Yang Mu and Lo Chʻing. Seattle: University of Washington Press, 1993.

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30

Paul, Christopher A. Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play. Taylor & Francis Group, 2013.

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31

Mu, Yang, and Lo Ch'Ing. Forbidden Games and Video Poems: The Poetry of Yang Mu and Lo Ch'Ing. University of Washington Press, 1993.

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32

(Foreword), James Paul Gee, Gail E. Hawisher (Editor), and Cynthia L. Selfe (Editor), eds. Gaming Lives in the Twenty-First Century: Literate Connections. Palgrave Macmillan, 2007.

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33

1951-, Selfe Cynthia L., Hawisher Gail E, and Ittersum Derek Van, eds. Gaming lives in the twenty-first century: Literate connections. New York: Palgrave Macmillan, 2007.

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34

Gaming Lives in the Twenty-First Century: Literate Connections. Palgrave Macmillan, 2007.

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35

1951-, Selfe Cynthia L., Hawisher Gail E, and Ittersum Derek Van, eds. Gaming lives in the twenty-first century: Literate connections. New York: Palgrave Macmillan, 2007.

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36

Virtual Literacies. Routledge, 2014.

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37

Ingulsrud, John E., and Kate Allen. Reading Japan Cool: Patterns of Manga Literacy and Discourse. Lexington Books/Fortress Academic, 2010.

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38

The magic circle. 2013.

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39

Davidson, Jenny. The Magic Circle: A Novel. Brilliance Audio, 2013.

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40

Davidson, Jenny. The Magic Circle: A Novel. Brilliance Audio, 2013.

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41

Narrative Form: Revised and Expanded Second Edition. Palgrave Macmillan, 2015.

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42

Gibson, William. The Peripheral. G.P. Putnam's Sons, 2014.

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43

Ensslin, Astrid. The Language of Gaming. Red Globe Press, 2011.

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