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Computer games. Video games. Fantasy games

Most popular at the top

  • Playing to Winby Thomas P. Oates; Robert Alan Brookey

    Indiana University Press 2015; US$ 25.99

    In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the... more...

  • Crash Course in Gamingby Suellen Adams

    ABC-CLIO 2013; US$ 45.00

    " Crash Course in Gaming truly presents the reader with a comprehensive overview of how to build a gaming program into their library?one that will not only be a hit with young adults but also with adults, seniors, and other special populations. . . . This text could easily be used by the inexperienced librarian starting their first gaming program... more...

  • The Unofficial Holy Bible for Minecraftersby Christopher Miko; Garrett Romines; Terry A. Smith; Wanda M. Lundy

    Sky Pony Press 2015; US$ 19.99

    An Exploration of the Old and New Testament for Young Readers Unlike Any You?ve Ever Seen Before! Since 2009, Minecraft has swept the gaming world by storm. More than one hundred million games have been sold. Parents of children who play Minecraft will love this fun, educational collection of Bible stories. With the world of Minecraft as a backdrop... more...

  • Geschichte für Gamer? Analyse der Geschichtsrepräsentation in Videospielenby Thierry Fux

    Diplomica Verlag 2014; US$ 32.58

    Die Studie über Geschichtsdarstellung in Videospielen stellt sich die Fragen wie und warum Geschichte in heutigen Videospielen genutzt wird. Um diese Fragen zu beantworten vergleicht der Autor die Darstellung von historischen Ereignissen und Persönlichkeiten bekannter Spiele mit der Darstellung derselbigen aus der Historiographie. Auszug aus dem TextTextprobe:Kapitel... more...

  • Sprechstile in Videospielen: Am Beispiel der deutschen Produktion Risen 2by Christian Blum

    Diplomica Verlag 2014; US$ 32.58

    Videospiele gibt es bereits seit den ersten Computern. Was 1946 an raumfüllenden Rechnern nur wenigen beteiligten Wissenschaftlern vorbehalten war, begeistert inzwischen viele hundert Millionen Spieler auf der ganzen Welt. Natürlich haben sich die Spiele parallel zu der Weiterentwicklung der Hardware ebenso verändert und an Komplexität stets zugenommen.... more...

  • Gaming at the Edgeby Adrienne Shaw

    University of Minnesota Press 2015; US$ 75.00

    Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games... more...

  • Learning Construct 2by Aryadi Subagio

    Packt Publishing 2014; US$ 26.99

    If you want to make your own game but don't know how to start or don't have the technical skills to do it, then this is the book for you. You don't need to have a programming background to understand the concepts explained. more...

  • Game Loveby Jessica Enevold; Esther MacCallum-Stewart

    McFarland & Company, Inc., Publishers 2015; US$ 40.00

    What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we... more...

  • Avatarbilderby Benjamin Beil

    transcript 2014; US$ 27.03

    Die Game Studies haben in den letzten Jahren viel Aufmerksamkeit erfahren und werden betont multidisziplinär betrieben. Doch trotz eines »Iconic Turn« gibt es kaum Ansätze, die sich explizit mit der Bildlichkeit des Computerspiels auseinandersetzen. Ausgehend von den vielfältigen Darstellungsformen des Avatars - dem grafischen Stellvertreter des Spielers... more...

  • Computerspiele mit und ohne Gewaltby Maria von Salisch; Astrid Kristen; Caroline Oppl

    Kohlhammer Verlag 2007; US$ 27.03

    Computerspiele, Spielkonsole und Gameboy faszinieren Kinder so sehr, dass sie sich viele Nachmittage lang mit ihnen beschäftigen. Was spielen die Mädchen und Jungen dabei? Und welche Folgen bringt dies für die Kinder mit sich? Empirisch fundierte Antworten liefert - neben Theorien zur Mediennutzung und zur Medienwirkung - die Längsschnittstudie zu... more...