Teaches game designers, aspiring game developers, and game design students how to take a digital game project from start to finish--from conceptualizing and designing to building, playtesting, and iterating
Here, Murray shows how the computer is reshaping the stories we live by and discusses the properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and consi…
The Age of Information has spawned a critical focus on human communication in a multimedia world, particularly on theories and practices of writing. This work addresses: how the classical art of rhetoric is relevant; and how it is directly related to modern technologies and the …
Divided into three sections covering major areas of topical research, this Handbook opens with an introductory essay by the editors to guide students in their approach to the field, followed by a stimulating range of chapters, each written by an internationally renowned scholar.
Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a unive…
Arguing that the contemporary world is increasingly converging towards the characteristics of the Disney theme parks, i.e. social environments that are driven by combinations of forms of consumption, this text demonstrates the importance of control and surveillance in consumer c…
Wired contributing editor Frank Rose introduces readers to the people who are reshaping media for a two-way world--people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even…