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Most popular at the top
- Taylor and Francis 2009; US$ 54.95
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides... more...
- University of Alabama Press 2008; US$ 29.95
Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic... more...
- O'Reilly Media 2005; US$ 19.95
Even if you've finished Halo 2 in Legendary Mode, you're not done with this game. Not by a long shot. You know there's a lot more you can squeeze out of Halo 2, and with the clever hacks we have in store, you'll turn the game into a whole new experience. Halo 2 Hacks is the creation of consummate gamer and Microsoft insider Stephen Cawood, an original... more...
- Taylor and Francis 2009; US$ 42.95
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork , Grand Theft Auto , and Civilization ? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's... more...
- Wiley 2009; US$ 49.99 US$ 43.99
Corporations, non-profits, and educational institutions will welcome this official guide that shows how to establish and maintain a successful virtual presence in Second Life . Written with the full support of Linden Lab, this is the perfect resource for organizations entering Second Life . Topics discussed include the technical and social issues... more...
- Wiley 2009; US$ 37.95 US$ 32.89
The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames. Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts Explores how philosophical theories developed to address... more...
- Open Court 2009; US$ 19.99
Recognized by the Guinness Book of World Records as the most popular MMORPG (massively multiplayer online role-playing game) in videogame history, World of Warcraft is everywhere from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, and prime-time commercials with Mr.... more...
- Infobase Publishing 2010; US$ 41.94
Video games are one of today's most popular forms of entertainment. According to the Entertainment Software Association, the U.S. computer and video game industry had software sales of $9.5 billion in 2007--an increase of more than 300 percent since 1996. Two major trends are the growth of mobile gaming and online gaming. Producing and selling... more...
- Edward Elgar Publishing 2010; US$ 40.00
This innovative book provides transdisciplinary analyses of the nature and dynamics of digital game environments whilst tackling the existing fragmentation of academic research. Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene... more...
- CRC Press 2012; US$ 44.95
Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of... more...