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COMPUTER PLATFORMS GAMES Definition by WordNet
  
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Papers Available for Computer Platforms Games
  
 
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Video and Computer Games
Examines the assumption that the violence in video and computer games contributes to aggression and violence among young players. — 2,225 words; 9 sources; MLA
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Computer Games Architecture: The Development of Character Modeling in Adult Computer Games
An examination of the history of computer modeling and animation in adult computer games over the last two decades. — 10,000 words; 20 sources;
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Computer Games and Children's Skills
A proposal for a project to examine the impact of computer games in bolstering children's mathematical and engineering skills. — 750 words; 2 sources; APA
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The Video Games Industry
This paper examines the video games industry and its impact on children today. — 2,762 words; 9 sources; MLA
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Computer Games
This paper examines an article about computer technology and the impact it has on society, especially children. — 675 words; 2 sources;
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Sources list for COMPUTER PLATFORMS GAMES
  
 
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

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

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

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