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eBook Expo

Displays featuring eBooks from UNO Libraries.

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When the first video games were made in the latter half of the twentieth century, no one knew to what virtual worlds computers and video game consoles would take us. Today, video games are a firm staple in popular culture, giving us new ways to transcend reality's limits and give material to our wildest imaginations. This display features books about video games and virtual realities, and their big roles in entertaining us, teaching us, and bringing us together when reality may require us to be apart.

In this display:

  • Alan, B. R., Oates, T. P., & Brookey, R. A. (Eds.). (2015). Playing to win: Sports, video games, and the culture of play. Indiana University Press.
  • Bainbridge, W. S. (2010). The warcraft civilization: Social science in a virtual world. The MIT Press.
  • Coleman, B. (2011). Hello avatar: Rise of the networked generation. The MIT Press
  • Collins, K. (2008). Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. The MIT Press.
  • Cuddy, L. (2008). The legend of zelda and philosophy: I link therefore I am. Open Court.
  • Falls, L. (2015). The video game quiz book: 1,200 questions on video games. Apex Publishing Limited.
  • Green, G. & Kaufman, J.C. (2015). Video games and creativity. Academic Press.
  • Griffiths, D. C. (2013). Virtual ascendance: Video games and the remaking of reality. Rowman & Littlefield Publishers.
  • Kowert, R. (Ed.). (2020). Video games and well-being: Press start. Palgrave Pivot.
  • Loguidice, B., & Barton, M. (2009). Vintage games: An insider look at the history of grand theft auto, super mario, and the most influential games of all time. CRC Press, Inc.
  • Maley, M. (2020). Video games and esports: The growing world of gamers. Lucent Press.
  • Malkowski, J., & Russworm, T. M. (Eds.). (2017). Gaming representation: Race, gender, and sexuality in video games. Indiana University Press.
  • Siyahhan, S., & Gee, E. (2018). Families at play: Connecting and learning through video games. The MIT Press.
  • Swingle, M. (2016). I-minds: How cell phones, computers, gaming, and social media are changing our brains, our behavior, and the evolution of our species. New Society Publishers.
  • Young, G. (2014). Ethics in the virtual world: The morality and psychology of gaming. Routledge.