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"The author explores concepts central to the design and enjoyment of video games, including affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate--the avatar. Gamer and avatar are analyzed as a cybernetic coupling whose dynamics suggest a fulfillment of dramatist Atonin Artaud's vision of the "body without organs.""--
Video games --- Video games. --- Television games --- Videogames --- Electronic games --- Social aspects. --- Computer games --- Internet games --- Games
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Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have e
Video games --- Video games. --- Television games --- Videogames --- Electronic games --- Social aspects. --- Computer games --- Internet games --- Games
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Written as a series of engaging and practical recipes, this essential Cookbook has been meticulously designed and reviewed in order to provide you with the ultimate reference for PlayStation®Mobile development.If you've got some prior experience with C# and want to create awesome projects for the PlayStation®Vita and PlayStationTMCertified devices, then this book is for you.
Video games --- Mobile games --- Computer games --- Television games --- Videogames --- Electronic games --- Development. --- Internet games --- Games
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games --- digital games --- games in education
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"A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike"--
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"Explores the history of the 1904 Olympics, held in St. Louis, Missouri, which featured first-time African American Olympians, a controversial marathon, and documentation by photojournalist Jessie Tarbox Beals. Examines the controversy surrounding the transfer of the games from Chicago to St. Louis"--Provided by publisher.
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Educational games. --- Instructive games --- Training games --- Education --- Games --- Simulation methods
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