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Recreation as a Developmental Experience: Theory Practice Research
Wiley 2011; US$ 29.00It's not all "fun and games." A growing body of research suggests that recreation activities can be powerful development contexts when they are properly framed and intentionally designed. This volume highlights much of that research, and the articles that follow provide ample evidence that well-framed recreation activities and contexts can provide... more...
The Guild Leader's Handbook
No Starch Press 2010; US$ 19.95Millions of people play massively multiplayer online (MMO) games like World of Warcraft every day. Many of those players belong to guilds, organized groups whose members play together in order to defeat difficult bosses, compete with rivals, or undertake special challenges. Leading a guild is not a trivial matter, but many players dive into this challenging... more...
More Than a Game
Manchester University Press 2003; US$ 69.95There is little doubt that computer and video games occupy a significant place in contemporary popular culture. Taking its cue from practices of reading texts in literary and cultural studies, this text considers the computer game as an emerging mode of contemporary storytelling. more...
The Making of Second Life
HarperCollins 2009; US$ 13.99The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own?very real?economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and... more...
Online Multiplayer Games
Morgan & Claypool Publishers 2009; US$ 30.00This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and... more...
Women and Second Life
McFarland & Company, Inc., Publishers 2013; US$ 40.00This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role... more...
Co-creating Videogames
Bloomsbury Publishing 2013; US$ 77.99Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development... more...
How to Play a Video Game
Awa Press 2012; US$ 9.99Every day millions of people enter virtual worlds through video games, which are now the fastest-growing form of entertainment and are played by young and old alike. This account unlocks this amazing world, providing insight into what makes video games so fascinating and exploring the emotions involved in playing, the issues that surround them, and... more...
Le loisir contemporain
Presses de l''niversite du Quebec 2002; US$ 18.75Une analyse critique de l'évolution contemporaine du loisir comme phénomène particulier d'une civilisation en marche malgré tous ses avatars, mais néanmoins ouverte à une quête constante de liberté, de tolérance, d'hédonisme ou d'eudémonisme, ainsi que d'une qualité de... more...
Leisure Studies
SAGE Publications 2009; US$ 57.00A critical evaluation of the central debates within leisure studies, looking at both management theories and leisure management, as well as historical debates on key issues such as rational recreation, public service broadcasting and tourism. more...









