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Book Chapter
Sisler, Vit. 2006. Representation And Self-Representation: Arabs And Muslims In Digital Games. In Gaming Realities: A Challenge For Digital Culture, 85 - 92. Gaming Realities: A Challenge For Digital Culture. http://www.digitalislam.eu/article.do?articleId=1423.
Sisler, Vit. 2009. Video Games, Video Clips, And Islam: New Media And The Communication Of Values. In Muslim Societies In The Age Of Mass Consumption. Muslim Societies In The Age Of Mass Consumption. Newcastle: Cambridge Scholars Publishing. http://books.google.com/books/about/Muslim_societies_in_the_age_of_mass_cons.html?id=2XIOQgAACAAJ.