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Computer games. Video games. Fantasy games

Most popular at the top

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

    Diplomica Verlag 2014; US$ 33.71

    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...

  • Avatarbilderby Benjamin Beil

    transcript 2014; US$ 27.52

    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...

  • Masters of Doomby David Kushner

    Random House Publishing Group 2003; US$ 15.95

    ?To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio.... more...

  • The Impact Of Computer Gamesby David Raitt

    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[1], ??The game industry is forecast to become a $20 billion worldwide business in the next two years, . more...

  • Gamingby Alexander R. Galloway

    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...

  • How to Do Everything with Second Life®by Richard Mansfield

    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...

  • Second Lifeby Brian A. White

    Pearson Education 2007; US$ 27.99

    Live your Second Life to the fullest!   Create Your Virtual Life in an Incredible Online World...Right Now!  Imagine a virtual landscape where everything is created and owned entirely by residents like you. Imagine a place where you can enjoy sunsets, ride a jet ski, buy land, plant a garden, get a tattoo, go sky diving, spend an evening... more...

  • Second Life In-World Travel Guide (Adobe Reader)by Sean Percival

    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...

  • The Making of Second Lifeby Wagner James Au

    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...

  • Second Life For Dummiesby Sarah Robbins; Mark Bell

    Wiley 2011; US$ 19.99

    You’ve heard all about Second Life. Maybe you’ve already jumped with both feet—and gotten stuck. Or maybe you’re a Second Life veteran who wants to build something or run a business. Fear not! Second Life For Dummies is hear to hold your hand, pat your back, and cheer you on through this new and enchanting reality. Written... more...