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- Wiley 2014; US$ 17.95
Do demons and devils have free will? Does justice exist in Menzoberranzan? What’s the morality involved with player characters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the rich terrain of philosophically compelling concepts and ideas that underlie Dungeons & Dragons , the legendary fantasy... more...
- Wiley 2014; US$ 24.99
Here's your ticket to a world of adventures with Minecraft and programming. Learn how to extend Minecraft and create a new gaming experience, by exploring the magical world of Minecraft programming. Adventures in Minecraft, like other books in the highly successful Adventures series, is written especially for 11- to 15-year-olds. With this book... more...
- CRC Press 2014; US$ 44.95
"Neal Tringham has created an essential book that critically explores a significant breadth of video games that stand apart as proper works of science fiction. Video game and science fiction fans alike are sure to be engaged by the well-wrought narrative presented." ?Bill Loguidice, Armchair Arcade, Inc. "A great star ship captain once said space,... more...
- Wiley 2014; US$ 8.95
Die Minecraft-Welt sieht zwar auf den ersten Blick einfach aus, doch das Überleben darin kann manchmal ganz schön schwer werden. Jacob Cordeiro zeigt Ihnen, wie es geht: Installieren Sie das Spiel, wählen Sie einen Server, erforschen Sie die Klötzchenwelt, gewinnen Sie kostbare Rohstoffe und bekämpfen Sie allerhand Monster... more...
- Random House Publishing Group 2003; US$ 15.95
"To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio.... more...
- Emerald Group Publishing Limited 2002; US$ 199.00
The impact of computer games. An area of computing that has grown at an escalating speed and made a significant impact on society in recent years is interactive multimedia. As stated by David Cole, president of DFC Intelligence, ??The game industry is forecast to become a $20 billion worldwide business in the next two years, . more...
- McGraw-Hill Education 2007; US$ 44.00
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:. Argues for the centrality of play in redefining reading,... more...
- Pearson Education 2007; US$ 31.99
This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version. Live your Second Life to the fullest! ? Get started and get comfortable fast ? Understand the culture, and avoid beginner?s mistakes ? Create the right look for your avatar ? Master Second... more...
- University of Minnesota Press 2006; US$ 54.00
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based... more...
- Pearson Education 2007; US$ 17.99
Some new users to Second Life may find that it can be very difficult to navigate this new 3D space and even harder to find some of the more interesting places to visit. Many of the best places to visit in Second Life have remained a secret to the most active and seasoned users, until now! Now there is a guide for everyone who wants to access the top... more...