TY - BOOK AU - Paxson, Peyton. AU - ED - ED - ED - ED - TI - : thinking critically about video games & virtual worlds SN - 978-0-8251-6509-2 (paperback);0825165091 SN - 2 PY - 2009///.46 CY - Portland, ME PB - Walch Education KW - KW - 2 KW - 0 KW - 6 KW - 20 KW - Study and teaching (Middle school);Social aspects;Study and teaching (Middle school);Social aspects;Study and teaching (Middle school);Social aspects;Study and teaching (Middle school);Study and teaching (Secondary);Social aspects;Study and teaching (Secondary);Social aspects;Study and teaching (Secondary);Social aspects;Study and teaching (Secondary);Study and teaching.;Social aspects;Study and teaching.;Social aspects;Study and teaching.;Social aspects;Study and teaching KW - Media literacy;Video games;Computer games;Mass media;Media literacy;Video games;Computer games;Mass media;Media literacy;Video games;Computer games;Mass media KW - sears;sears;sears;sears0 KW - Activity programs.;Activity programs.;Activity programs.;Activity programs.;Activity programs.;Activity programs.;Activity programs.;Activity programs N1 - Includes bibliographical references (p. 153-154); 5; Professional;Professional; Follett Library Resources N2 - A comprehensive guide to media literacy that focuses on video games and virtual worlds, providing five teaching units, with activities and reproducible pages, for students to examine the positive and negative aspects of video games, their effect on society, why people play, the industry, and other related topics ER -