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Computer games. Video games. Fantasy games

Most popular at the top

  • Storyplayingby Sebastian Domsch

    De Gruyter 2013; US$ 89.80

    Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency . The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing:... more...

  • Online Gaming and Playful Organizationby Harald Warmelink

    Taylor and Francis 2014; US$ 54.95

    Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems.... more...

  • Digital Games and Learningby Nicola Whitton

    Taylor and Francis 2014; US$ 43.95

    In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary... more...

  • One-hour Wargamesby Neil Thomas

    Pen and Sword 2014; US$ 13.50

    One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the... more...

  • More Than a Gameby Barry Atkins

    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...

  • How to Make Real Money in Second Life: Boost Your Business, Market Your Services, and Sell Your Products in the World's Hottest Virtual Communityby Robert Freedman

    McGraw-Hill Education 2008; US$ 21.95 US$ 18.00

    SIGN ON. SAY HELLO. START MAKING MONEY. With a population in the millions and a monthly growth rate of 20 percent, Second LifeŽ is a virtual 3-D world bursting with opportunities in areas like real estate, legal practice, and marketing, corporate connections, and people just like you. This all-in-one guide will show you, step by step, how to... more...

  • Final Fantasy and Philosophyby William Irwin; Jason P. Blahuta; Michel S. Beaulieu

    Wiley 2009; US$ 18.95 US$ 13.27

    An unauthorized look behind one of the greatest video game franchises of all time, Final Fantasy The Final Fantasy universe is packed with compelling characters and incredible storylines. In this book, you'll take a fascinating look at the deeper issues that Final Fantasy forces players to think about while trying to battle their way to the... more...

  • 100 Computer Games to Play Before You Dieby Steve Bowden

    John Blake Publishing 2011; US$ 7.28

    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 andPokemon 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 secrets... more...

  • Gaming Mattersby Judd Ethan Ruggill; Ken S. McAllister

    University of Alabama Press 2011; US$ 34.95

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  • Classic Home Video Games, 1989–1990by Brett Weiss

    McFarland & Company, Inc., Publishers 2011; US$ 55.00

    The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed... more...