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Book Reviews

Review of: Playing with Religion in Digital Games, by H. Campbell and G. Grieve, eds.

REFERENCES

  • Baudrillard, J. (1994). Simulacra and simulation. Ann Arbor, MI: University of Michigan Press.
  • Brown, S. L. (2009). Play: How it shapes the brain, opens the imagination, and invigorates the soul. New York, NY: Penguin.
  • Caillois, R. (2001). Man, play, and games. Champaign, IL: University of Illinois Press.
  • Huizinga, J. (2014). Homo Ludens. Boston, MA: Beacon Press.
  • Jenkins, H. (2005). Games, the new lively art. In Handbook of computer game studies (pp. 175–192). Cambridge, MA: MIT Press.
  • Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), e305–317.
  • Sutton-Smith, B. (2009). The ambiguity of play. Cambridge, MA: Harvard University Press. (Original work published 1997)
  • Von Ahn, L. (2006). Games with a purpose. Computer, 39(6), 92–94.
  • Warren, H. (2005). There's never been a show like veggie tales: Sacred messages in a secular market. Lanham, MD: AltaMira Press.

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