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Computer games. Video games. Fantasy games

Most popular at the top

  • What Video Games Have to Teach Us About Learning and Literacyby James Paul Gee

    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...

  • The Complete Idiot's Guide to Webkinzby Marcia Layton Turner; Grant Turner

    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...

  • Final Fantasy and Philosophyby William Irwin; Jason P. Blahuta; Michel S. Beaulieu

    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 next... more...

  • The Evolution of Fantasy Role-Playing Gamesby Michael J. Tresca

    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...

  • Players Unleashed!by Tanja Sihvonen

    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... more...

  • 100 Computer Games to Play Before You Dieby Steve Bowden

    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...

  • Call of Duty: Modern Warfare 3 Signature Series Guideby DK Publishing

    DK Publishing 2011; US$ 19.99

    AM3RICA, 3NGLAND, FRANC3, G3RMANY. The conflict is going global in Call of Duty: MW3. The spectacular Call of Duty returns in an epic single-player campaign that takes you across the globe battling the Russian Federation for control. The Modern Warfare 3 Signature Series Guide will lead you through this global campaign. Packed with detailed... more...

  • Gaming Mattersby Judd Ethan Ruggill; Ken S. McAllister

    University of Alabama Press 2011; US$ 35.00

    Normal 0 false false false MicrosoftInternetExplorer4 In his 2004 book Game Work , Ken S. McAllister proposed a rigorous critical methodology for the discussion of the “video game complex”—the games themselves, their players, the industry that produces them, and those who review and market them. Games, McAllister... more...

  • Game Invadersby Clive Fencott; Jo Clay; Mike Lockyer; Paul Massey

    Wiley 2012; US$ 56.95

    Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit... more...

  • Classic Home Video Games, 1989–1990by Brett Weiss

    McFarland & Company, Inc., Publishers 2011; US$ 55.00

    The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed... more...