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Mit Computerspielern ins Spiel kommen: Dokumentation von Fallanalysen
Berlin: Vistas; Landesanstalt für Medien NRW (2011), 129 pp.
La generación interactiva en Iberoamérica 2010: Niños y adolescentes ante las pantallas
Madrid: Foro Generaciones Interactivas; Fundación Telefónica (2011), 635 pp.
"En 2010 el Foro desplegó una nueva investigación en la que han participado ocho países: Argentina, Brasil, Chile, Colombia, Ecuador, Guatemala, México y Perú. El esfuerzo realizado por los equipos locales del Foro, con el apoyo inestimable de Fundación Telefónica y de Telefónica, ha permiti
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Entertainment-Education Through Digital Games
"In summary, the present chapter analyzed the role of digital games in the growing practice of entertainment-education. We argued that serious games should not be automatically labeled as E-E digital games just because they include some social content. Connections were drawn between the social inter
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Videojuegos y violencia: Guía para la acción
Washington, DC; Lima: Pan American Health Organization (PAHO); Cooperación Técnica Alemana (GTZ) (2008), 51 pp.
Picture Yourself Creating Video Games
Boston: Course Technology (2008), 233 pp.
"This book is for people who are interested in creating their own computer games for the Windows platform. Using the easy but powerful The Games Factory 2 software, you will be able to make games quicker and easier than ever before, without any programming knowledge. Game creation is a lot of fun an
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The Ecology of Games: Connecting Youth, Games, and Learning
Cambridge: MIT Press (2008), ix, 278 pp.
"In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games
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Digitale Spielräume: Basiswissen Computer- und Videospiele
München: kopaed (2007), 151 pp.
Wie Computerspiele uns beeinflussen: Transferprozesse beim Bildschirmspiel im Erleben der User
München: kopaed (2007), 247 pp.
Character Development and Storytelling for Games
Boston: Course Technology Crisp (2004), xiv, 488 pp.
"[This book] is meant to be a resource for writers and designers and those who must work with us and who may want to talk intelligently with us at some point. This is not a book of rules that, if slavishly followed, will guarantee success. You’ll see that just about every time I try to lay down so
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Children in the New Media Landscape: Games, Pornography, Perceptions
Göteborg: UNESCO International Clearinghouse on Children, Youth and Media; Nordicom (2000), 379 pp.
"The 2000 Yearbook treats two themes, both of which relate to newer features of the media landscape: violence in video and computer games, and pornography on television and on Internet. Some articles in the Yearbook also discuss findings on audience perceptions of violence and sex in the media. The
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Videojuegos o los compañeros virtuales
Lima: Universidad de Lima (1996), 138 pp.