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GURPS For Dummiesby Adam Griffith; Bjoern-Erik Hartsfvang; Stuart J. Stuple
John Wiley & Sons, Inc. 2006; US$ 21.99This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to G URPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger,... more...
Dungeons and Dragons For Dummiesby Bill Slavicsek; Richard Baker; Mike Mearls
John Wiley & Sons, Inc. 2009; US$ 21.99Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure! If you've been thinking of playing D&D or you've played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here's what you need to know to join the fantasy fun. D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge Minding your manners — know D&D etiquette so you'll be welcome in any adventure Character building — select your character's race and class, and choose the best powers, skills, feats, and gear Roleplaying — give... more...
Extra Livesby Tom Bissell
Knopf Doubleday Publishing Group 2010; US$ 11.99Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment.... more...
The Ultimate History of Video Gamesby Steven Kent
Crown Publishing Group 2010; US$ 14.99Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry... more...
Videogamesby James Newman
Routledge 2004; US$ 33.95This lucid and engaging introduction guides the reader through the world of videogaming, providing a history of the videogame, from its origins in the computer lab to its contemporary status as a global entertainment industry. more...
The Impact Of Computer Gamesby David Raitt
Emerald Group Publishing Limited 2002; US$ 199.00The impact of computer games. An area of computing that has grown at an escalating speed and made a significant impact on society in recent years is interactive multimedia. As stated by David Cole, president of DFC Intelligence[1], ??The game industry is forecast to become a $20 billion worldwide business in the next two years, . more...
More Than a Gameby Barry Atkins
Manchester University Press 2003; US$ 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...
Game Culturesby Jon Dovey; Helen W. Kennedy
McGraw-Hill Education 2007; US$ 43.98This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:. Argues for the centrality of play in redefining reading, consuming and creating culture. Offers detailed research into the political economy of games to generate a model of new media production. Examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as... more...
Designing Your Second Life, Adobe Readerby Rebecca Tapley
Pearson Education 2007; US$ 23.99This is the eBook version of the printed book. Whether your second, virtual life has just begun, or you’ve been “in-world" for a long time, a successful and rewarding experience depends on your mastery of design. Everything from your avatar to your home, your clothes to your behavior says something about who you are and the way others see you. In this book Rebecca Tapley—“Mera Luan” in SL—shows you how to design everything from bodies to earrings, cars to castles, for improved appearance, function, and usability. Real-world topics such as urban planning, color theory, user experience, interior design, and landscaping are mapped to SL conditions. Learn how to spot the best skin and hair, clothing,... more...
Gamingby Alexander R. Galloway
University of Minnesota Press 2006; US$ 54.00In Gaming, Alexander R. Galloway considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, and, ultimately offers a new conception of gaming and, more broadly, of electronic culture, one that celebrates the qualities of the digital age. more...