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- 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...
- Packt Publishing 2013; US$ 9.99
Rich with examples, detailed breakdowns, and step-by-step instructions, this book gets down to the nuts and bolts of gold making, to help you become a World of Warcraft gold tycoon.This book is for every World of Warcraft player who?s tired of scrapping for gold or has ever wanted to be the one showing off expensive items in town. more...
- Skyhorse Publishing, Inc. 2011; US$ 12.95
The result of thirty years experience playing and winning, Jay Moore?s new book Blackjack Secrets offers rules that are of deciding importance in everyday play. Even if you don?t know anything else about blackjack, if you follow these tips, your game will improve and you are more likely to win. Know when to stand, when to hit, when to double, and... more...
- Taylor and Francis 2013; US$ 39.95
From Pong to Madden NFL to Wii Fit , Sports Videogames argues for the multiple ways that sports videogames?alongside televised and physical sports?impact one another, and how players and viewers make sense of these multiple forms of play and information in their daily lives. Through case studies, ethnographic explorations, interviews and... more...
- Skyhorse Publishing, Inc. 2011; US$ 13.95
The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more... more...
- Taylor and Francis 2013; US$ 39.95
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite... more...
- Wiley 2013; US$ 54.95
In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology... 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...