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EBOOKCENTRAL_ocn948756257 |
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OCoLC |
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20240329122006.0 |
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160331s2016 mdu ob 001 0 eng |
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|a 2020739494
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|a DLC
|b eng
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|d IAQ
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|d UPM
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|d OCLCQ
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|d OCLCL
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019 |
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|a 948779983
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|a 9781498513081
|q (ebook)
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|a 1498513085
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|z 9781498513074
|q (cloth ;
|q alk. paper)
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|z 1498513077
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|a (OCoLC)948756257
|z (OCoLC)948779983
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|a 794.8
|2 23
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|a UAMI
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100 |
1 |
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|a Rogers, Ryan.
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1 |
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|a How video games impact players :
|b the pitfalls and benefits of a gaming society /
|c Ryan Rogers.
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264 |
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|a Lanham :
|b Lexington Books,
|c [2016]
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300 |
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|a 1 online resource (xvii, 153 pages)
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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504 |
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|a Includes bibliographical references and index.
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588 |
0 |
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|a Print version record and CIP data provided by publisher; resource not viewed.
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505 |
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|a I: Overview: -- Three key elements of video games: rules, interactivity/feedback, and self-preservation -- II: The positive: -- Education -- Prosocial behaviors -- Mood management -- History -- Moral questions -- III: The negative : -- Violence -- Harassment -- Diversity issues -- Substance use -- Obesity/Depression -- Conclusion: Predictions and future trends
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|a How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors. -- Publisher description.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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0 |
|a Video games
|x Social aspects.
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650 |
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6 |
|a Jeux vidéo
|x Aspect social.
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650 |
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|a GAMES
|x Board.
|2 bisacsh
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650 |
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7 |
|a Video games
|x Psychological aspects
|2 fast
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650 |
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7 |
|a Video games
|x Social aspects
|2 fast
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758 |
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|i has work:
|a How video games impact players (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGcqv4yKwqHRDQbTwRY8hb
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
8 |
|i Print version:
|t How video games impact players.
|d Lanham : Lexington Books, [2016]
|z 9781498513074
|w (DLC) 2016011886
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=4519035
|z Texto completo
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938 |
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|a ProQuest Ebook Central
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|n EBL4519035
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938 |
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|a EBSCOhost
|b EBSC
|n 1230509
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938 |
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|a ProQuest MyiLibrary Digital eBook Collection
|b IDEB
|n cis34173071
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|a YBP Library Services
|b YANK
|n 12979731
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994 |
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