Found 24 results
2008
2007
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2007. Violent computer games, empathy, and cosmopolitanism.
Ethics and Information Technology. 9(3):12. Abstract
2006
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2006. Digital Game-Based Learning: It's Not Just the Digital Natives who are Restless.
Educause. 41(2):14.
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2006. Screenagers.
:232.
2005
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2005. Corporealis ergo sum : affective response in digital games.
Digital gameplay : essays on the nexus of game and gamer. :259. Abstract
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2005. Emotionally Durable Design.
:211.
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2005. Everything Bad is Good for You.
:254.
2004
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2004. The Structural Characteristics of Video Games: A Psycho-Structural Analysis.
CyberPsychology & Behavior. 7(1):10. Abstract
2001
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2001. Digital game-based learning.
:442.
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2001. Eden by Wire: Webcameras and the Telepresent Landscape.
The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet. :24.
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2001. Introduction: The Unique Phenomenon at a Distance.
The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet. :20.
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2001. Telepistemology: Descarte's Last Stand.
The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet. :15.
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2001. Vicariousness and Authenticity.
The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet. :24.
2000
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2000. The Social Life of Information.
1999
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1999. The Feeling of What Happens.
:386. Abstract
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1999. The ethics of representation and action in virtual reality.
Ethics and Information Technology. 1(1):9. Abstract
1997
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1997. How the Mind Works.
1995
1990
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1990. Flow : the psychology of optimal experience.
:303.
1955
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1955. Homo ludens; a study of the play-element in culture.
:220.
1954
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1954. Motivation and Personality.