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|z 2008212460
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|a 1942-3896
|y 1942-3888
|2 1
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|a 10.4018/IJGCMS
|2 doi
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|a (CaBNVSL)gtp00543861
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|a (OCoLC)807272991
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|a CaBNVSL
|c CaBNVSL
|d CaBNVSL
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|a QA76.9.C65
|b I564 2009e
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|a 025.3/44/025
|2 20
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|a International journal of gaming and computer-mediated simulations
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|a International journal of gaming and computer-mediated simulations
|h [electronic resource].
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|a Journal of gaming and computer-mediated simulations
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|a Gaming and computer-mediated simulations
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|a IJGCMS
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|a JGCMS
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|a Hershey, Pa. :
|b IGI Global (701 E. Chocolate Avenue, Hershey, Pa., 17033, USA),
|c 2009-
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|a electronic texts ( v.) :
|b digital files.
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|a Quarterly
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|a Began with Vol. 1, no. 1 (Jan./Mar. 2009).
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|a Restricted to subscribers or individual electronic text purchasers.
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|a The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. The journal is interdisciplinary in nature; it publishes research from fields and disciplines that share the goal of improving the foundational knowledge base of games and simulations. The journal publishes critical theoretical manuscripts as well as qualitative and quantitative research studies, meta-analyses, and methodologically-sound case studies. The journal also includes book reviews to keep readers on the forefront of this continuously evolving field. Occasional special issues from the journal provide deeper investigation into areas of interest within either gaming or simulations.
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|a Also available in print.
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|a Mode of access: World Wide Web.
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|a Description based on: Vol. 1, no. 1 (Jan./Mar. 2009); title from title screen (IGI Global, viewed Oct. 1, 2010).
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|a Latest issue consulted: Vol. 2, no. 2 (2010).
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|a Computer simulation
|v Periodicals.
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|a Computer games
|v Periodicals.
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|a Educational innovations
|v Periodicals.
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|a Cognitive, social, and emotional impact of games and simulations
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|a Current and future trends
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|a Electronic games and simulations in government, business, and the workforce
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|a Electronic games and simulations in teaching and learning
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|a Societal and cultural impacts of games and simulations
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|a Impact of game and simulation development use on race and gender
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|a Innovative and current research methods
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|a Psychological aspects
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|a Teaching of games and simulations
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|a IGI Global.
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|c (Original)
|w (DLC) 2008212460
|x 1942-3888
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|u https://ezaccess.library.uitm.edu.my/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/IJGCMS
|z View fulltext via EzAccess
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