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- Emerald Group Publishing Limited 2002; US$ 199.00
The impact of computer games. An area of computing that has grown at an escalating speed and made a significant impact on society in recent years is interactive multimedia. As stated by David Cole, president of DFC Intelligence, ??The game industry is forecast to become a $20 billion worldwide business in the next two years, . more...
- McGraw-Hill Education 2007; US$ 44.00
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book:. Argues for the centrality of play in redefining reading,... more...
- University of Minnesota Press 2006; US$ 54.00
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based... more...
- McGraw-Hill Education 2007; US$ 24.99
Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a newbie... more...
- HarperCollins 2009; US$ 13.99
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own?very real?economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social... more...
- SAGE Publications 2006; US$ 60.00
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment. Kerr examines: games as a new media form; design, development and marketing of games; and the use of games in public and private spaces. more...
- Greenwood Publishing Group 2007; US$ 75.00
Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part... more...
- Pearson Education 2007; US$ 17.99
Some new users to Second Life may find that it can be very difficult to navigate this new 3D space and even harder to find some of the more interesting places to visit. Many of the best places to visit in Second Life have remained a secret to the most active and seasoned users, until now! Now there is a guide for everyone who wants to access the top... more...
- Penguin Group US 2008; US$ 17.00
A year inside the fierce rivalries and big business of competitive videogaming A technology-fueled spin on a classic sports tale, Game Boys profiles "cyber-athletes" who compete for dominance in the professional gaming circuit, a world populated with rivalries, big egos, corporate sponsorships, and large cash prizes. Michael Kane's pioneering... more...