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Video Kids: Making Sense of NintendoJune 1991
Publisher:
  • Harvard University Press
  • 79 Garden St. Cambridge, MA
  • United States
ISBN:978-0-674-93709-3
Published:01 June 1991
Pages:
184
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Abstract

From the Publisher:

'Video Kids' raises significant questions about the role of video games and their impact on the lives and values of young people. It delivers a mandate to researchers who are investigating ways in which video games can be used in the classroom.

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  5. Nuangjumnong T The Influences of Online Gaming on Leadership Development Transactions on Computational Science XXVI - Volume 9550, (142-160)
  6. Eastwood J and Sadler T (2013). Teachers' implementation of a game-based biotechnology curriculum, Computers & Education, 66, (11-24), Online publication date: 1-Aug-2013.
  7. Hou J, Nam Y, Peng W and Lee K (2012). Effects of screen size, viewing angle, and players' immersion tendencies on game experience, Computers in Human Behavior, 28:2, (617-623), Online publication date: 1-Mar-2012.
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  11. Orvis K, Horn D and Belanich J (2008). The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames, Computers in Human Behavior, 24:5, (2415-2433), Online publication date: 1-Sep-2008.
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  14. Burgos D, Tattersall C and Koper R (2007). Re-purposing existing generic games and simulations for e-learning, Computers in Human Behavior, 23:6, (2656-2667), Online publication date: 1-Nov-2007.
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  22. Funk J, Pasold T and Baumgardner J How children experience playing video games Proceedings of the second international conference on Entertainment computing, (1-14)
  23. Pagulayan R, Keeker K, Wixon D, Romero R and Fuller T User-centered design in games The human-computer interaction handbook, (883-906)
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