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- 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...
- University of Minnesota Press 2011; US$ 75.00
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military... more...
- Open Court 2012; US$ 19.99
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is the most exciting event in popular culture since the invention of the motion picture.? Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D... more...
- Chicago Review Press 2012; US$ 13.99
Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games?such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend?LARP games are thriving and this book explores its multifaceted culture and related phenomenon,... more...
- Taylor and Francis 2012; US$ 45.95
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including:... more...
- Taylor and Francis 2012; US$ 54.95
How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with... more...
- Springer Netherlands 2012; US$ 209.00
Computer games are now a major cultural?and economic?force, and despite being the object of years of academic study, this is the first book to interrogate the varied philosophical issues thrown up by the phenomenon, including the moral evaluation of game play. more...
- Springer Netherlands 2012; US$ 249.00
The International Handbook of Digital Games Studies provides an up-to-date overview of the field and perspectives for the future. The focus lies on aesthetic, social, cultural and educational aspects of computer games and persistent (multiplayer) game worlds. more...
- Taylor and Francis 2012; US$ 45.95
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames... more...