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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...
- Manchester University Press 2003; US$ 69.95
There 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...
- HarperCollins 2009; US$ 13.99
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own?very real?economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and... more...
- Morgan & Claypool Publishers 2009; US$ 30.00
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and... more...
- McFarland & Company, Inc., Publishers 2013; US$ 40.00
This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role... more...
- Bloomsbury Publishing 2013; US$ 77.99
Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development... more...
- Awa Press 2012; US$ 9.99
Every day millions of people enter virtual worlds through video games, which are now the fastest-growing form of entertainment and are played by young and old alike. This account unlocks this amazing world, providing insight into what makes video games so fascinating and exploring the emotions involved in playing, the issues that surround them, and... 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...
- John Blake 2011; US$ 9.99
From unforgettable classics such as Donkey Kong and Space Invaders to such modern phenomena as Grand Theft Auto and Wii Sports?the genuine masterpieces of computer games Pac-Man, Space Invaders, Sonic the Hedgehog, Prince of Persia?computer games have been drawing people in for decades. But which of the vast array are true classics worth becoming... more...
- John Blake Publishing 2011; US$ 3.38
This is a must-have book for any computer enthusiast whether they are young or old. Covering the100 best games ever to be produced from Pac-Man Vs and Pokemon Red/Blue to Grand Theft Auto: Vice City and Worms -- make sure you've not missed out any of the cult classics. With detailed descriptions of each game, the design process behind them and the... more...