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How to Do Things with Videogames
ISBN: 9780816676477 / Angielski / Miękka / 192 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with... In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers n... |
cena:
75,66 zł |
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Military Simulation & Serious Games: Where We Came From and Where We Are Going
ISBN: 9780984399321 / Angielski / Twarda / 412 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. This collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies provides a fascinating historical summary, explores important technical capabilities, and speculates on the role that these technologies will play in the future. 412 pp.
This collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies provides a fa...
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cena:
261,71 zł |
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Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
ISBN: 9780262516730 / Angielski / Miękka / 344 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds --... Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-p... |
cena:
184,91 zł |
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Classic Video Games: The Golden Age 1971-1984
ISBN: 9780747810421 / Angielski / Miękka / 56 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. In the early 1970s, video arcade games sprung to life with the advent of Pong and other coin-operated games. Within just a few short years, if you had a quarter, you could go to the video arcade and play Space Invaders, Asteroids, or Pac-Man. If you were lucky enough to have an Atari system hooked up to your television, you could play Frogger or Galaga at home. By the early 1980s, arcade and video games were entrenched as a pop culture phenomenon, with players spending hours in arcades racking up as many points as possible. Arcade games were everywhere: restaurants, bowling alleys, department...
In the early 1970s, video arcade games sprung to life with the advent of Pong and other coin-operated games. Within just a few short years, if you had...
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cena:
42,45 zł |
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Video Game Worlds: Working at Play in the Culture of EverQuest
ISBN: 9781611320671 / Angielski / Twarda / 201 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game's player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This...
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this c...
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cena:
731,87 zł |
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Video Game Worlds: Working at Play in the Culture of EverQuest
ISBN: 9781611320688 / Angielski / Miękka / 201 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this culture shaped by the decisions made by game designers and the collective interpretations of a game's player base? In this book, Timothy Rowlands brings a diverse mix of ethnographic, semiotic, and analytical approaches to the virtual world of EverQuest. Through first-hand player experiences and interviews of other gamers, Rowlands analyzes a gaming environment that, as time goes on, looks less like leisure and more like a workspace. This...
As massively multiplayer online (MMO) games grow in scope and popularity, what are the characteristics of their emerging gaming culture? How is this c...
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cena:
186,70 zł |
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Playing Along
ISBN: 9780199753451 / Angielski / Twarda / 272 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media...
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in <...
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cena:
544,25 zł |
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Online Gaming in Context : The social and cultural significance of online games
ISBN: 9780415556194 / Angielski / Twarda / 320 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this book explores key issues in understanding online gaming, including: patterns of play, legality, production, identity, gamer communities, and social exclusion and inclusion.
This book explores patterns of gameplay and sociality afforded by online gaming. Bringing together essays from leading and emerging academics, this bo...
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cena:
731,87 zł |
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Reality is Broken: Why Games Make Us Better and How They Can Change the World
ISBN: 9780099540281 / Angielski / Miękka / 416 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. We are living in a world full of games. More than 31 million people in the UK are gamers. In this book, visionary game designer Jane McGonigaI challenges conventional thinking and shows that games - far from being simply escapist entertainment - have the potential not only to radically improve our own lives but to change the world.
We are living in a world full of games. More than 31 million people in the UK are gamers. In this book, visionary game designer Jane McGonigaI challen...
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cena:
64,61 zł |
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Classic Home Video Games, 1972-1984: A Complete Reference Guide
ISBN: 9780786469383 / Angielski / Miękka / 316 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game...
This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official ...
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cena:
155,14 zł |
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Classic Home Video Games, 1985-1988: A Complete Reference Guide
ISBN: 9780786469376 / Angielski / Miękka / 287 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's...
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game ...
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cena:
155,14 zł |
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Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap
ISBN: 9780566091674 / Angielski / Twarda / 280 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Based on extensive research into the business and marketing strategies of the video game industry, Wesley and Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer.
Based on extensive research into the business and marketing strategies of the video game industry, Wesley and Barczak consider how and why, in the sea...
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cena:
706,63 zł |
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Before the Crash: Early Video Game History
ISBN: 9780814334508 / Angielski / Miękka / 272 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for... Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant wi... |
cena:
202,70 zł |
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Drawing Basics and Video Game Art
ISBN: 9780823098477 / Angielski / Miękka / 240 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.
John Romero, co-founder of id Software and CEO of Loot Drop, Inc. "Solarski s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming... "This book supports my own 30-year crusade to demonstrate that games are an art form that undeniably rivals traditional arts. It gives detailed explan...
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cena:
109,37 zł |
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Videogames
ISBN: 9780415669153 / Angielski / Twarda / 182 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. James Newman's lucid, engaging introduction guides readers through the world of videogaming, providing a history of the videogame from its origins in the computer lab to its contemporary status as a global entertainment industry.
James Newman's lucid, engaging introduction guides readers through the world of videogaming, providing a history of the videogame from its origins in ...
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cena:
681,40 zł |
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Jacked: The Outlaw Story of Grand Theft Auto
ISBN: 9780470936375 / Angielski / Twarda / 298 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Inside the making of a videogame that defined a generation: Grand Theft Auto
Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life... Inside the making of a videogame that defined a generation: Grand Theft Auto
Grand Theft Auto is one of the biggest and most c... |
cena:
119,03 zł |
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Reset: A Videogame Anecdote
ISBN: 9781419690952 / Angielski / Miękka / 216 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. RESET is a book about the videogame industry. It focuses on the past, present, and future of gaming in a light, often historical, but mostly humorous tone. The whole book reads like a collection of your favorite videogame magazine articles - - poignant, truthful, and funny. Why did the colonists in Defender allow themselves to be captured so easily? Where is Pauline? What is the difference between a bonus game and a mini-game? RESET: A Videogame Anecdote answers these questions, and many more If you enjoy videogames, it's time to RESET.
RESET is a book about the videogame industry. It focuses on the past, present, and future of gaming in a light, often historical, but mostly humorous ...
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cena:
53,54 zł |
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8 Bits of Wisdom: Video Game Lessons for Real Life's Endbosses
ISBN: 9781466328860 / Angielski / Miękka / 240 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. Ever since I was in diapers, I've been playing video games. You read that correctly. Before I could control my own bodily functions, I was controlling virtual heroes and expertly guiding them through intense levels fraught with vicious enemies and bottomless pits. Turns out that video games come naturally to me. Throughout the years, I've never had any trouble dominating whatever title I've popped into a console system. But what about real life? I'm not quite so great at that. I've often wondered how much easier life would be if I had a controller and a set of extra lives to guide me through...
Ever since I was in diapers, I've been playing video games. You read that correctly. Before I could control my own bodily functions, I was controlling...
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cena:
62,46 zł |
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Pew pew, qq, StarCraft
ISBN: 9781466341029 / Angielski / Miękka / 152 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. All Justin wants to do is win a StarCraft tournament. Driving around the country to various tournaments, he frequently competes, but never wins. Enter Tommy Aso, or at least a kid claiming to be the legendary AmmoToys, god of StarCraft. Soon, Justin learns he's far from the master he thought he was. While Tommy's skills at StarCraft seem to be up to par with the legend, his style is not. Despite winning, the crowds boo him for playing in a different style than the famed AmmoToys. Tommy, is continually forced to choose between making the crowds happy or playing to win--and he always sides with...
All Justin wants to do is win a StarCraft tournament. Driving around the country to various tournaments, he frequently competes, but never wins. Enter...
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cena:
44,60 zł |
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Ultima: The Ultimate Collector's Guide: 2012 Edition
ISBN: 9781467934602 / Angielski / Miękka / 828 str. Termin realizacji zamówienia: ok. 5-8 dni roboczych. For more than 30 Years the Ultima series has defined the RPG genre, from Akalabeth to Ascension to Ultima Online and Beyond. Lord British's enduring legacy will forever live in the hearts and minds of gamers around the world. The Quest of the Avatar is Forever. This mammoth 826 page tribute to the Ultima series contains highly detailed information and pictures for 520 main releases, 286 books & collectibles, and 149 miscellaneous items. A grand total of 955 items from 24 countries across 6 continents In addition to regular entries there are comprehensive variation guides for each game. They...
For more than 30 Years the Ultima series has defined the RPG genre, from Akalabeth to Ascension to Ultima Online and Beyond. Lord British's enduring l...
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cena:
178,56 zł |