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Digital role-playing games can help players develop skills in critical thinking, problem solving, digital literacy and... Læs mere
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Based on interviews with former Western and Japanese developers, as well as hundreds of English and Japanese documents, this book follows the rise of Sega... Læs mere
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Designed to provide youth leaders with fun and recreation activities for children between the ages of 8 and 18, this handbook includes chapters on... Læs mere
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"Core concepts of postmodernism are evident in pen-and-paper role-playing games, such as Dungeons and Dragons. Exploring... Læs mere
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Through classroom activities, wizard rock concerts and organizations like the Harry Potter Alliance, Harry Potter fans are using... Læs mere
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Whatever happened to the old-fashioned children's games and songs? Old favorites like Kick the Can, Fox and Geese,... Læs mere
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Examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of... Læs mere
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This collection of essays approaches the topic of immersion as a product of social and media relations in the 21st century. Examining the... Læs mere
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An in-depth look at the world of role-playing games, providing a theoretical framework for... Læs mere
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Emil Kemeny appeared on the American chess scene in 1890, a Hungarian chess player on the Lower East Side who had difficulty with English. Within a decade he was considered... Læs mere
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Provides a history of the six chess matches Louis Charles Mahe de la... Læs mere
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