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Most popular at the top
- 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...
- 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...
- Taylor and Francis 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...
- ABC-CLIO 2011; US$ 38.00
With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual... more...
- Taylor and Francis 2012; US$ 43.95
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in... more...
- Open Court 2011; US$ 19.99
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the... more...
- Taylor and Francis 2011; US$ 59.95
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement... more...
- VS Verlag für Sozialwissenschaften 2009; US$ 44.99
lauf erhalten bleiben bzw. Spiele die heute aktuell, waren früher u.U. noch nicht existent. Auch wird das Spiel als Moment des Sich-Entfernens aus dem geno- ten Alltag und aus einer gesellschaftlich zunehmend regulierten Umwelt gesehen. Dies gilt besonders für die Computerspiele, die eine Welt erzeugen können, in der sich das Subjekt als autonomer... more...