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241
Digital labor : the Internet as playground and factory
New York : Routledge, 2013Table of Contents: “…Estranged free labor / Mark Andrejevic ; Digitality and the media of dispossession / Jonathan Beller ; Don't hate the player, hate the game : the racialization of labor in World of Warcraft / Lisa Nakamura -- pt. 4. Organizing networks in an age of vulnerable publics. …”
Format: Book
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242
Narrative as virtual reality 2 : revisiting immersion and interactivity in literature and electronic media
Baltimore : Johns Hopkins University Press, 2015
Second edition.Format: Book
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243
I, sniper
Grand Haven, MI : Brilliance Audio, 2009
Unabridged.Format: Audio
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244
Emerging tools and applications of virtual reality in education
Hershey, PA : Information Science Reference, 2016Table of Contents: “…Hartley -- Teaching economics in World of Warcraft / András Margitay-Becht -- The use of virtual worlds in foreign language teaching and learning / Ellen Yeh, Guofang Wan -- Augmented reality as an emerging application in tourism marketing education / Azizul Hassan, Timothy Jung -- Seeing numbers differently: mathematics in the virtual world / Rebecca Lynne Patterson, D. …”
Format: Book
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245
EGods : faith versus fantasy in computer gaming
Oxford ; New York : Oxford University Press, 2013Format: Book
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246
The game believes in you : how digital play can make our kids smarter
New York, NY : Palgrave Macmillan, 2015Table of Contents: “…"I'm not good at math, but my avatar is": how a subversive suburban teacher is using World of Warcraft to teach humanities -- 8. Project Unicorn: how a heartless media conglomerate could spark a new golden age of educational gaming -- 9. …”
First edition.
Format: Book
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247
Don't stop believin' : pop culture and religion from Ben-Hur to zombies
Louisville, Ky. : Westminster John Knox Press, 2012Table of Contents: “…Phil -- Pixar -- Project runway -- South Park -- Survivor -- Twilight and Stephenie Meyer -- Rick Warren -- Wicked -- Tiger Woods -- World of warcraft -- Zombies.…”
1st ed.
Format: Book
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248
LikeWar : the weaponization of social media
Format: Book
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249
Unified discourse analysis : language, reality, virtual worlds, and video games
London ; New York : Routledge, Taylor & Francis Group, 2015Format: Book
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250
Monster camp : the story of NERO Seattle
[Parsippany, NJ] : Lifesize Entertainment, 2008Format: DVD
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251
The astonishing mistakes of Dahlia Moss
New York, NY : Redhook, 2017
First edition.Format: Book
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252
The questionable behavior of Dahlia Moss
New York : Redhook, 2018
First edition.Format: Book
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253
Looking for group
New York, NY : HarperTeen, an imprint of HarperCollinsPublishers, 2017
First edition.Format: Book
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254
Hermeneutica : computer-assisted interpretation in the humanities
Cambridge, Massachusetts : The MIT Press, 2016Format: Book
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255
I, avatar : the culture and consequences of having a second life
Berkeley, CA : New Riders, 2008Table of Contents: “…The strange migration -- On pigs, the WELL, and 1992 -- What it is, Part one: Mario, the Sims and world of warcraft -- What it is, Part two: The three white girls from YouTube -- What it is, Part three: A point of view -- What it is, Part four: A simple character -- "Why don't you spend time talking to people in person?" …”
Format: Book
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256
Electronic tribes : the virtual worlds of geeks, gamers, shamans, and scammers
Austin : University of Texas Press, 2008Table of Contents: “…Guild life in the World of Warcraft : online gaming tribalism / Thomas Brignall III -- 8. …”
1st ed.
Format: Book
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257
Playing with religion in digital games
Bloomington, IN : Indiana University Press, 2014Format: Book
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258
The game believes in you : how digital play can make our kids smarter
New York : Palgrave Macmillan Trade, 2015Table of Contents: “…A kind of ultimate decadence : how I got curious about video games -- To the moon and back in five minutes : how disdain for centralized authority and an impulse to play brought us "supercomputers everywhere" -- "Don't kiss the engine, Daddy, or the carriages won't think it's real" : how games work by getting us a little high -- The game layer : how three inventive teachers use game principles to engage students -- Math without words : how Euclid would have taught math if he'd had an iPad -- Rube Goldberg brought us together : how a group of New York City teachers and game designers are redefining school -- "I'm not good at math, but my avatar is" : how a subversive suburban teacher is using World of Warcraft to teach humanities -- Project Unicorn : how a heartless media conglomerate could spark a new golden age of educational gaming -- A walk in the woods : how a first-person game based on Thoreau's "Walden" can make Transcendentalism-- and reading-- cool again -- Throw trucks with your mind : how video games can help heal ADHD, PTSD, and depression-- and help kids relax -- The opposite of fighting : how violent video games really affect kids -- The ludic loop : how to talk to your kids about their gaming habits -- Games everywhere.…”
Format: Book
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259
A history of video games in 64 objects
New York : Dey St., 2018Table of Contents: “…Contorller (2002) -- World of warcraft (2004) -- Wii remote (2006) -- Call of duty : modern warfare 2 (2009) -- Minecraft (2011) -- Skylanders (2011) -- Nancy Drew : tomb of the lost queen (2012) -- Pokémon Go (2016) -- That dragon, cancer (2016).…”
First edition.
Format: Book
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260
Minds on fire : how role-immersion games transform college
Cambridge, Massachusetts : Harvard University Press, 2014Format: Book
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