| |
Game Research - the art, business, and science of computer games, available at: http://www.game-research.com/art_games_media.asp, accessed on: November 25, 2003
Impact of Computers and Technology in the 21st century
Cassell, J., Jenkins, H. (1998). From Barbie to Mortal Kombat: gender and computer games. p.90-92, 331-332, 338, 340. Cambridge, Mass.: MIT Press.
Gender Bias in Computer and Video Games
Sorensen Holmes, B. and C. Jessen C. "It Isn't Real: Children, Computer Games, Violence and Reality." C. van Feilitzen and U. Carlsson (Eds.), Children in the New Media Landscape, Goteborg, Sweden: UNESCO International Clearinghouse on Children and Violen
Computer Games Research
Millar, S. M. (2000). Cracking the Gender Code: who rules the wired world? p.19. Sydney: Pluto Press. Massachusetts Institute of Technology (2000). From Barbie to Quake and All the Blue Fuzzy Creatures in Between Gender and Computer Games. Boston: MIT. ht
Gender Bias in Computer and Video Games
Clayton, Belinda. (2003). Parental Perceptions of Computer-Based Gaming Technology: An Evaluation of Children's Leisure Pursuits in the Computer Age. Australian Journal of Early Childhood, Volume 28, Issue 3, p. 37.
Impact of Computer-Based Games on Children
|
|