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Computer games. Video games. Fantasy games

Most popular at the top

  • Storyplayingby Sebastian Domsch

    De Gruyter 2013; US$ 98.00

    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: they are players.... more...

  • How to Find a Black Cat in a Coal Cellarby Joe Buchdahl

    Oldcastle Books 2012; US$ 16.99

    How do we know if we can beat the bookmaker? That's easy: just look at our bank balance. But how do we know if we've not just been lucky? More specifically, how do we know that someone who says he can do it, and who is selling his "expertise," can keep doing it again and again, through talent, skill, and hard work? This book examines the techniques... more...

  • Online Gaming and Playful Organizationby Harald Warmelink

    Taylor and Francis 2014; US$ 135.00

    Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. more...

  • Handbook of Digital Gamesby Marios C. Angelides; Harry Agius

    Wiley 2014; US$ 149.95

    A thorough discussion of the present and future of digital gaming People play digital games for many reasons, from entertainment to professional training, but all games share the same basic characteristics. From those basic parameters, gaming professionals manage to create the enormous variety of games on the market today. The Handbook of Digital... more...

  • Computer Gamesby Diane Carr; David Buckingham; Andrew Burn; Gareth Schott

    Wiley 2014; US$ 32.95

    Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly... more...

  • Digital Games and Learningby Nicola Whitton

    Taylor and Francis 2014; US$ 39.95

    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...

  • Avatarize Myself: Klinisch-psychologische Aspekte des Online-Gaming bei verschiedenen Genresby Vera Muttenthaler

    Diplomica Verlag 2012; US$ 39.97

    Hauptbeschreibung Was bedeutet das Internet für die klinische Psychologie? Das Internet wird primär als Kommunikationshilfe genutzt und verändert als neues Werkzeug der Kommunikation die Art, wie Menschen interagieren. Es kann Effekte und Rückwirkungen auf die Person selbst haben und Erfahrungen sowie menschliches Verhalten ändern. Doch nicht nur... more...

  • "Im Computerspiel bin ich der Held"by Melanie Raschke

    Diplomica Verlag 2007; US$ 37.24

    Jugendliche und junge Erwachsene suchen Anerkennung und Bestätigung in neuen virtuellen Welten. Virtuelle Welten sind die neuen Medien des Computers. Die Spiele, Internet-Foren, Online-Tagebücher, Chats und Netzwerkspiele gelten als die neuen Spielplätze und Jugendtreffs der jungen Generation. Hier sind sie Helden und ihre Schwächen lassen sich durch... more...

  • Mobile virtuelle Weltenby Lars Janssen

    Diplomica Verlag 2008; US$ 48.53

    Im Zuge des stetig steigenden Erfolgs von Computer- und Videospielen sind vor allem virtuelle Welten, wie z.B. Second Life, und sogenannte Massively Multiplayer Online Games (MMOGs), wie z.B. World of Warcraft, in den Fokus der Spieler und der Entwickler gerückt. Auch zahlreiche Unternehmen der Branche erhoffen sich dadurch neuartige und vielversprechende... more...

  • Wie Onlinerollenspiele süchtig machen - am Beispiel von "World of Warcraft" und "Metin2"by Magdalena Plöger-Werner

    Tectum Verlag 2012; US$ 22.56

    Hauptbeschreibung Das Onlinecomputerspiel ist heute eine der Lieblingsfreizeitbeschäftigungen im Kindes- und Jugendalter. Allein das Rollenspiel World of Warcraft hatte im Sommer 2011 über 11,1 Millionen Abonnenten weltweit und bringt seinen Herstellern jährlich über eine Milliarde Dollar ein. Doch es ist womöglich nicht nur der Spaß am Spiel, der... more...