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- 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...
- DK Publishing 2008; US$ 12.95
A guide for parents on the latest kid craze. Wildly popular, Webkinz® are the must-have toy for every five- to twelve- year old. Presented in a highly intuitive, handbook-style organization, here is the first guide on this sought after stuffed animal. It enables parents to quickly and efficiently find the critters they're looking for,... more...
- Wiley 2009; US$ 18.95
An unauthorized look behind one of the greatest video game franchises of all time, Final Fantasy The Final Fantasy universe is packed with compelling characters and incredible storylines. In this book, you'll take a fascinating look at the deeper issues that Final Fantasy forces players to think about while trying to battle their way to the... 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 2012; 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...
- John Blake 2011; US$ 9.99
From unforgettable classics such as Donkey Kong and Space Invaders to such modern phenomena as Grand Theft Auto and Wii Sports—the genuine masterpieces of computer games Pac-Man, Space Invaders, Sonic the Hedgehog, Prince of Persia—computer games have been drawing people in for decades. But which of the vast array are true classics worth becoming... more...
- VS Verlag für Sozialwissenschaften 2010; US$ 59.99
Weibliche Computerspieler sind keine homogene Nutzerinnengruppe. Dieser These geht die vorliegende Untersuchung nach und deckt vier weibliche Spielertypen auf, die sich insbesondere hinsichtlich der Nutzung gewalthaltiger Spiele, des Spielmotivs sozialer Interaktion mit anderen Spielern sowie ihrer Präferenz für komplexe Spielinhalte unterscheiden.... more...
- VS Verlag für Sozialwissenschaften 2008; US$ 39.95
Computerspiele haben in den letzten Jahren an Popularität gewonnen und sich zu einem bedeutenden Teil der Unterhaltungsbranche entwickelt. Computergames, ob online oder offline gespielt, ziehen inzwischen nicht nur Kinder und Jugendliche in ihren Bann, sondern zunehmend auch Erwachsene. In diesem Band werden die Nutzer von Computerspielen aus einer... more...