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- Left Coast Press 2012; US$ 34.95
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game’s player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic,... 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$ 19.95
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$ 39.95
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$ 44.95
How do gender and sexuality come to matter in online game cultures? This book is about female players' passionate encounters within the online game World of Warcraft and its player cultures. Through a "twin ethnography," the authors develop two parallel stories of "straight" versus "queer" cultures of play. more...
- Taylor and Francis 2012; US$ 39.95
Best Before examines the ways in which the obsessions with technological obsolescence and supersession and an industry defined by continual innovation have effectively closed down the possibility of valuing old videogames in any way other than curiosities or waypoints along the teleological journey to the next generation of hardware and software.... more...
- Aurum Press 2012; US$ 17.50
It?s become the greatest British invasion of them all: Lara Croft is a world famous pin-up, and the British-made Grand Theft Auto and its spin-offs have sold more than 120 million copies worldwide. The UK?s games are now bigger than either its cinema or its music. Yet gaming?s birth in a moribund eighties Britain was almost accidental. Thatcherite... more...