The Leading eBooks Store Online
for Kindle Fire, Apple, Android, Nook, Kobo, PC, Mac, Sony Reader...
New to eBooks.com?Learn more
- Bestsellers - This Week
- Foreign Language Study
- Bestsellers - Last 6 months
- Graphic Books
- Health & Fitness
- Political Science
- Biography & Autobiography
- Psychology & Psychiatry
- Body Mind & Spirit
- House & Home
- Business & Economics
- Children's & Young Adult Fiction
- Juvenile Nonfiction
- Language Arts & Disciplines
- Crafts & Hobbies
- Science Fiction
- Current Events
- Literary Collections
- Literary Criticism
- Literary Fiction
- Social Science
- The Environment
- Sports & Recreation
- Family & Relationships
- Study Aids
- Folklore & Mythology
- Food and Wine
- Performing Arts
- True Crime
- Foreign Language Books
Most popular at the top
- Taylor and Francis 2012; US$ 39.95
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in... more...
- Open Court 2011; US$ 19.95
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the... more...
- Taylor and Francis 2011; US$ 51.95
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement... more...
- University of Minnesota Press 2011; US$ 57.00
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment,... more...
- Oxford University Press, USA 2011; US$ 20.99
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows... more...
- Left Coast Press 2012; US$ 34.95
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic,... more...
- University of Minnesota Press 2011; US$ 75.00
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military... more...
- Open Court 2012; US$ 19.95
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is ?the most exciting event in popular culture since the invention of the motion picture.? Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D... more...
- Chicago Review Press 2012; US$ 13.99
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games?such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend?LARP games are thriving and this book explores its multifaceted culture and related phenomenon,... more...