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Computers : Entertainment & Games

Entertainment & Games eBooks

You have selected the subject of Entertainment & Games. The eBooks in this subject are listed below.

RESULTS: 81 to 90 of 98
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Synthetic Worlds
By: Castronova, Edward
Published by: The University of Chicago Press

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world eco more...

Price: $18.00


TiVo Hacks
By: Krikorian, Raffi
Published by: O'Reilly Media

TiVo Hacks covers tips for changing the order of recorded programs, activating the 30-second skip to blaze through commercials, and more, by using magical remote-control codes. Once you take the lid off, you will learn how to gain even more fun and functionality. You can upgrade the hard drive for more hours of recording, log in to the serial port for command-line access to programming data, log files, closed-captioning data, display graphics on the TiVo screen, and even play MP3s. Note: Not all TiVos are the same. The original TiVo, the Series 1, is the most hackable TiVo out there; it's a box thrown together with commodity parts and the TiVo code is running on open hardware. The Series 2 TiVo, the most commonly sold TiVo today, is not open. You won't see hacks in this book that involve modifying Series 2 software. more...

Price: $19.99


Tricks of the 3D Game Programming Gurus
By: LaMothe, Andre
Published by: Sams Publishing

Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization , they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future. more...

Price: $47.99


Understanding Digital Games
By: Rutter, J; Bryce, J
Published by: Sage Publications, Ltd (UK)

The study of digital games is a lively area of research and theorising which draws upon perspectives from a range of disciplinary perspectives, including sociology, psychology, media and film studies, economics and business, gender studies and computer science. This book brings together all these perspectives to offer a unique survey of this highly multidisciplinary field. Each chapter looks at the key theoretical perspectives and provides a review of the relevant literatures in order to demonstrate their relevance to study of digital games. Each chapter also considers the potential limitations and problems associated with a particular theoretical or methodological approach. The content of each chapter is illustrated by the use of a game text or case study, and each includes a definition of key terms, a topic-specific bibliography, and suggestions for further reading. The emphasis of the collection is on providing a single comprehensive text for students and other readers new to the field of digital games. The text is organised so that each chapter can be read individually or sequentially in order to build a complete overview of the field. more...

Price: $44.95


The Unofficial Guide to Building Your Business in the Second Life Virtual World
By: Mahar, Sue Martin; Mahar, Jay
Published by: AMACOM

One of the hottest trends in pop culture, Second Life®, is a virtual, 3-D “world” that exists on the Internet. Populated by adults and teens alike—in numbers going into the tens of millions—those who use Second Life® barter and buy much the way they do in real life. They’re also just as open to ads, products, and marketing—and businesses are just now discovering the enormous potential. A comprehensive, in-depth guide to the opportunities in this new marketplace, The Second Life® Business Builder gives readers practical tips and strategies for creating an income stream, and marketing or extending a brand on the site. The book provides relevant examples—from IBM creating a collaborative virtual work­space, to start-up companies with virtual goods, to Princeton University offe­ing Second Life® classrooms—and provides proven techniques for successfully generating buzz through Second Life®-centered promotions and adver­tisements. This is one book that reveals the best ways to make money using the hottest thing online. more...

Price: $24.95


The Unofficial LEGO Builder's Guide
By: Bedford, Allan
Published by: No Starch Press

The Unofficial LEGO Builder’s Guide brings together techniques, principles, and reference information for building with LEGO bricks that go far beyond LEGO’s official product instructions. Readers discover how to build everything from sturdy walls to a basic sphere, as well as projects including a mini space shuttle and a train station. The book also delves into advanced concepts such as scale and design. Includes essential terminology and the Brickopedia, a comprehensive guide to the different types of LEGO pieces. more...

Price: $15.95


Vampire
By: Achilli, Justin; Cliffe, Ken; Diamond, Colleen Totz
Published by: John Wiley & Sons, Inc.

Written in partnership with White Wolf, the creators of the Vampire role-playing game (RPG), this book helps readers through character creation, choosing the right path, understanding Bloodlines, and deciding which secret Vampiric Orders to join so that they can create the kind of vampire they most desire to play Readers will feast on advice for Storytellers, which includes new tricks for creating mood and tension in the stories and ways to engender unique creative experiences The authors, who are also the game’s designers, include an original piece of fiction for inspiration at the gaming table as well as a Coterie chart, which depicts the organization of power in Chicago, one of the main settings for Vampire White Wolf estimates that there over 1. more...

Price: $19.99


Videogames and Education
By: Brown, Harry J.
Published by: M.E. Sharpe, Inc.

Videogames challenge our notions of identity, creativiy, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. more...

Price: $77.00


Vintage Games
By: Loguidice, Bill; Barton, Matt
Published by: Focal Press (Elsevier Science & Technology Books)

Loguidice and Barton shed light on the most influential video games of all time! more...

Price: $34.95


Violent Video Game Effects on Children and Adolescents
By: Anderson, Craig A.; Gentile, Douglas A.; Buckley, Katherine E.
Published by: Oxford University Press, USA

Violent video games are successfully marketed to and easily obtained by children and adolescents. Even the U.S. government distributes one such game, America's Army, through both the internet and its recruiting offices. Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behavior?. Anderson, Gentile, and Buckley first present an overview of empirical research on the effects of violent video games, and then add to this literature three new studies that fill the most important gaps. They update the traditional General Aggression Model to focus on both developmental processes and how media-violence exposure can increase the likelihood of aggressive and violent behavior in both short- and long-term contexts. Violent Video Game Effects on Children and Adolescents also reviews the history of these games' explosive growth, and explores the public policy options for controlling their distribution. Anderson et al. describe the reaction of the games industry to scientific findings that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. As the first book to unite empirical research on and public policy options for violent video games, Violent Video Game Effects on Children and Adolescents will be an invaluable resource for student and professional researchers in social and developmental psychology and media studies. more...

Price: $36.95


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RESULTS: 81 to 90 of 98


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