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- Nomos Verlagsgesellschaft 2014; US$ 29.41
In den vergangenen Jahren haben sich digitale Spiele fest in unserer Gesellschaft etabliert. Ihnen wohnt eine Faszination inne, die Personen über alle Gesellschafts- und Altersschichten hinweg erfasst. Ob Online-Rollenspiele und Social Games oder Serious Games ? die Bandbreite an Spielekonzepten ist vielfältig. Doch welche Faktoren bedingen die Anziehungskraft... more...
- Pavilion Books Company Limited 2013; US$ 1.44
Richard Wilson is like the naughty kid poking the ant's nest with a stick.'?Times Online Kids these days are all fat, lazy and thick and their parents dont know how to bring them up properly any more. Theyre glued to their phones, play too many violent computer games, communicate only in text-speak and as a result have no imagination or any proper... more...
- Taylor and Francis 2014; US$ 43.95
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...
- 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:... more...
- Wiley 2014; US$ 149.95
MARIOS C. ANGELIDES, PhD, is a Professor of Computing in the School of Engineering and Design at Brunel University, UK, a Chartered Fellow of the British Computer Society, and a Chartered Engineer. He holds a BSc and a PhD, both from the London School of Economics (LSE). HARRY AGIUS, PhD, is a Senior Lecturer in Computing in the School of Engineering... more...
- Manchester University Press 2003; US$ 69.95
There is little doubt that computer and video games occupy a significant place in contemporary popular culture. Taking its cue from practices of reading texts in literary and cultural studies, this text considers the computer game as an emerging mode of contemporary storytelling. more...
- Palgrave Macmillan 2005; US$ 27.00
This volume looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find hidden treasure and, even, blasting away an enemy with a high-powered rifle. more...
- McFarland & Company, Inc., Publishers 2010; US$ 35.00
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit... more...
- Amsterdam University Press 2011; US$ 35.00
It has been ten years since video game giant Electronic Arts first released The Sims , the best-selling game that allows its players to create a household and then manage every aspect of daily life within it. And since its debut, gamers young and old have found ways to ?mod? The Sims , a practice in which gamers manipulate the computer code... more...
- John Blake Publishing 2011; US$ 7.28
This is a must-have book for any computer enthusiast whether they are young or old. Covering the100 best games ever to be produced from Pac-Man Vs and Pokemon Red/Blue to Grand Theft Auto: Vice City and Worms -- make sure you've not missed out any of the cult classics. With detailed descriptions of each game, the design process behind them and the... more...