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- 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...
- Taylor and Francis 2014; US$ 29.95
Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily... more...
- Taylor and Francis 2014; US$ 39.95
Game analysis allows us to understand games better, providing insight into the player-game relationship, the construction of the game, and its sociocultural relevance. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to... more...
- Sky Pony Press 2014; US$ 12.99
With more than 100 million registered players, Minecraft has taken control of gamers all over the world. With Minecraft Hacks , you'll be able to take back that control! Only with the help found in Minecraft Hacks will you be able to craft your world exactly how you want it to look, all while discovering the hidden gems of the game. In this hacker's... more...
- Taylor and Francis 2014; US$ 21.95
Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the largest virtual gaming communities?Xbox Live. Previous research on video games has focused mostly on violence and examining violent behavior resulting from consuming this medium. This limited scope... more...
- Taylor and Francis 2014; US$ 125.00
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry ? understood as a global phenomenon in entertainment ? and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation... more...
- Springer Fachmedien 2009; US$ 39.99