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Mental Health | Atmospheres | Video Games: New Directions in Game Research II
Bielefeld: transcript (2022), 260 pp.
"An exploration of the video games as an atmospheric medium questioning its impact on us and our mental health." (Publisher description)
Digital Trends
D+C: Development and Cooperation, issue 9 (2021), pp. 23-33
Game Production Studies
Amsterdam: Amsterdam University Press (2021), 355 pp.
"In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with i
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Understanding Video Games: The Essential Introduction
New York; London: Routledge, 4th ed. (2020), xiii, 399 pp.
"In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-f
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Mobile Gaming in Asia: Politics, Culture and Emerging Technologies
Dordrecht: Springer (2017), vi, 247 pp.
"This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry - a localized mobile landscape, with particular reference to young Asians' engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but als
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Routledge Handbook of New Media in Asia
London; New York: Routledge (2016), xii, 475 pp.
"While a decade ago much of the discussion of new media in Asia was couched in Occidental notions of Asia as a "default setting" for technology in the future, today we are seeing a much more complex picture of contesting new media practices and production. As "new media" becomes increasingly an ever
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