Books on the topic 'Video games – Psychological aspects – Testing'

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1

Parks, Peggy J. Video games. San Diego, CA: ReferencePoint Press, 2008.

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2

Video games. Detroit: Greenhaven Press, 2010.

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3

Pervez, Mohammad. Video-games in Pakistan: A psychological perspective. Islamabad, Pakistan: National Institute of Psychology, Centre of Excellence, Quaid-e-Azam University, 1985.

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4

Gackenbach, Jayne. Video game play and consciousness. Hauppauge, N.Y: Nova Science Publishers, 2011.

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5

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

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6

Knoll, Joachim H. Gewalt und Spiele: Gewalt und Videospiel im Widerstreit der Meinungen. Düsseldorf: Livonia, 1993.

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7

M, Ryan Richard, ed. Glued to games: How video games draw us in and hold us spellbound. Santa Barbara, Calif: ABC-CLIO, 2011.

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8

God in the machine: Video games as spiritual pursuit. West Conshohocken, PA: Templeton Press, 2013.

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9

Gentile, Douglas A. The impact of video games on children and youth. Arlington, Va: Educational Research Service, 2001.

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10

Gentile, Douglas A. The impact of video games on children and youth. Arlington, Va: Educational Research Service, 2001.

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11

Video kids: Making sense of Nintendo. Cambridge, Mass: Harvard University Press, 1991.

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12

Marcovitz, Hal. Are video games harmful? San Diego, CA: ReferencePoint Press, 2011.

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13

A casual revolution: Reinventing video games and their players. Cambridge, MA: MIT Press, 2010.

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14

Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.

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15

Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.

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16

Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Harrisburg, Pa: Pennsylvania Joint State Government Commission, 2008.

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17

Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge, Mass: MIT Press, 2005.

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18

Half-real: Video games between real rules and fictional worlds. Cambridge, Mass: MIT Press, 2011.

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19

DeMaria, Rusel. Reset: Changing the way we look at video games. San Francisco, CA: Berrett-Koehler Publishers, 2008.

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20

DeMaria, Rusel. Reset: Changing the way we look at video games. San Francisco, Calif: Berrett-Koehler Publishers, 2007.

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21

Psychology, pedagogy, and assessment in serious games. Hershey, Pennsylvania: Information Science Reference, 2014.

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22

Bideo gēmu ni kansuru shinrigakuteki kenkyū: Gēmu pureiyā no shinri jōtai to botan sōsa kōdō o chūshin ni. Tōkyō-to Chiyoda-ku: Kazama Shobō, 2012.

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23

United, States Congress Senate Committee on Commerce Science and Transportation. The impact of interactive violence on children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session, March 21, 2000. Washington: U.S. G.P.O., 2003.

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24

Inderst, Rudolf. Contact - Conflict - Combat: Zur Tradition des Konfliktes in digitalen Spielen. Boizenburg: VWH, Verlag Werner Hülsbusch, 2011.

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25

Linderoth, Jonas. Datorspelandets mening: Bortom idén om den interaktiva illusionen. Göteborg, Sweden: Acta Universitatis Gothoburgensis, 2004.

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26

Beyond game design: Nine steps towards creating better videogames. Boston, MA: Charles River Media/Cengage Technology, 2009.

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27

Shavaun, Scott P., ed. Game addiction: The experience and the effects. Jefferson, N.C: McFarland & Company, 2009.

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28

Death by video game: Tales of obsession from the virtual frontline. London: Serpent's Tail, 2015.

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29

Videogames and education. Armonk, N.Y: M.E. Sharpe, 2008.

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30

Pecchinenda, Gianfranco. Videogiochi e cultura della simulazione: La nascita dell'"homo game". Roma: GLF editori Laterza, 2003.

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31

The art of failure: An essay on the pain of playing video games. Cambridge, Mass: MIT Press, 2013.

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32

Astrid, Kristen, and Oppl Caroline, eds. Computerspiele mit und ohne Gewalt: Auswahl und Wirkung bei Kindern. Stuttgart: Kohlhammer, 2007.

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33

Unplugged: My journey into the dark world of video game addiction. Deerfield Beach, FL: Health Communications, 2010.

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34

In-game: From immersion to incorporation. Cambridge, Mass: MIT Press, 2011.

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35

Randazzo, Antonella. Bambini psico-programmati: Essere consapevoli dell'influenza della pubblicità, della TV, dei videogiochi. Torino: Il leone verde, 2007.

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36

Ils jouent au Nintendo--. Montréal: Éditions Logiques, 1991.

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37

Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Bielefeld: Transcript, 2013.

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38

ERIC Clearinghouse on Elementary and Early Childhood Education., ed. Video games: Research, ratings, recommendations. Champaign, IL: ERIC Clearinghouse on Elementary and Early Childhood Education, University of Illinois, 1998.

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39

Video Games: A Popular Culture Phenomenon. Transaction Publishers, 2002.

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40

Berger, Arthur. Video Games: A Popular Culture Phenomenon. Transaction Publishers, 2002.

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41

Peter, Vorderer, and Bryant Jennings, eds. Playing video games: Motives, responses, and consequences. Mahwah, N.J: Lawrence Erlbaum Associates, 2006.

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42

Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates, 2006.

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43

The Video Game Debate. Routledge, 2015.

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44

Playing Video Games: Motives, Responses, and Consequences (Lea's Communication). Lawrence Erlbaum Associates, 2006.

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45

Mummert, Shawn Patrick. I, Lara: Subjectivity, ideology, and violence in three-dimensional video games and their secondary texts. 1999.

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46

Video Games and Social Competence. Taylor & Francis Group, 2014.

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47

Video Games and Social Competence. Taylor & Francis Group, 2018.

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48

Payne, Matthew Thomas. Playing War: Military Video Games After 9/11. NYU Press, 2016.

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49

Payne, Matthew Thomas. Playing War: Military Video Games After 9/11. NYU Press, 2016.

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50

Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them. Rowman & Littlefield Publishers, 2019.

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