What Is Your Quest? examines the future of electronic literature in a world where tablets and e-r...
What makes a real game? Who is a gamer? And what type of play do we value?
What makes a real game? Who is a gamer? And what type of play do we value?
This book examines changing representations of masculinity in geek media, during a time of transi...
Increasingly over the past decade, fan credentials on the part of writers, directors, and produce...
Increasingly over the past decade, fan credentials on the part of writers, directors, and produce...
Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporat...
Electracy and Transmedia StudiesSeries Editors: Jan Rune Holmevik and Cynthia Haynes Addressed ...
Playful Pedagogy in the Pandemic seeks to create a space for playful learning in higher education...
In the 1990s, the Personal Computer (or PC) was on the rise in homes, and with it came new genres...
Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Y...
Critical Making in the Age of AI
Critical Making in the Age of AI invites students, teachers, learners, and digital humanists to e...
How Flash rose and fell as the world's most ubiquitous yet divisive software platform, enabling t...