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- Penguin Group US 2008; US$ 17.00
A year inside the fierce rivalries and big business of competitive videogaming A technology-fueled spin on a classic sports tale, Game Boys profiles "cyber-athletes" who compete for dominance in the professional gaming circuit, a world populated with rivalries, big egos, corporate sponsorships, and large cash prizes. Michael Kane's pioneering... more...
- Taylor and Francis 2013; US$ 39.95
Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original... more...
- Wiley 2008; US$ 24.99
If you’re a Dungeons & Dragons fan, you’ve surely thought of becoming a Dungeon Master. Learning to be a DM isn’t as hard as you might think, especially if you have Dungeon Master 4th Edition For Dummies tucked into your bag of tricks! From organizing your first D&D game to dealing with difficult players, this book covers... more...
- Taylor and Francis 2009; US$ 34.95
Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also... more...
- Taylor and Francis 2009; US$ 42.95
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides... more...
- University of Alabama Press 2008; US$ 21.95
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic... more...
- AMACOM 2009; US$ 24.95
Why market and sell to people only in the "real world"...when there's a "second life" filled with unlimited possibilities for profit? more...
- Taylor and Francis 2008; US$ 36.95
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork , Grand Theft Auto , and Civilization ? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's... more...
- Wiley 2009; US$ 49.99
Corporations, non-profits, and educational institutions will welcome this official guide that shows how to establish and maintain a successful virtual presence in Second Life . Written with the full support of Linden Lab, this is the perfect resource for organizations entering Second Life . Topics discussed include the technical and social issues... more...