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- No Starch Press 2010; US$ 19.95
Millions 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...
- Springer 2012; US$ 31.49
- McFarland & Company, Inc., Publishers 2013; US$ 35.00
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame.... more...
- Random House Publishing Group 2003; US$ 15.95
?To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio.... more...
- Emerald Group Publishing Limited 2002; US$ 199.00
The 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, ??The game industry is forecast to become a $20 billion worldwide business in the next two years, . more...
- McGraw-Hill Education 2007; US$ 151.00
This 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,... more...
- University of Minnesota Press 2006; US$ 54.00
In 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,... more...
- Pearson Education 2007; US$ 31.99
This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version. Live your Second Life to the fullest! ? Get started and get comfortable fast ? Understand the culture, and avoid beginner?s mistakes ? Create the right look for your avatar ? Master Second... more...
- McGraw-Hill 2007; US$ 24.99
Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a... more...
- A&C Black 2006; US$ 19.49
Video games is a lucrative new market for scriptwriters but writing for video games is complex and very different to traditional media (tv or film). This practical guide shows how you can adapt your writing skills to this exciting medium. more...