Traces the history and development of video games, providing information on the first games, influential developers, how the games have changed over the years, and the most popular games.
Traces the history and development of video games, providing information on the first games, influential developers, how the games have changed over the years, and the most popular games.
"This book offers a glance at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by, or combined with, digital technology. As well as covering the tech…
"This book offers a glance at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by, or combined with, digital technology. As well as covering the tech…
This book focuses on key formal aspects of video games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-pl…
This book focuses on key formal aspects of video games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-pl…
Persuasive and illuminating, 'A Theory of Adaptation' is a bold rethinking of how adaptation works across all media and genres that may put an end to the age-old question of whether the book was better than the movie, or the opera, or the theme park.
Gaming: essays on algorithmic culture
"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 …
Gaming: essays on algorithmic culture
In Gaming, Alexander R. Galloway considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, and, ultimately offe…
Television, video games, and computers are easily accessible to twenty-first-century children, but what impact do they have on creativity and imagination? In this book, two wise and long-admired observers of children's make-believe look at the cognitive and moral potential--and …
Pokemón broke the mould. As the first Japanese cultural product to enjoy worldwide success, it was also the first to break the Western monopoly on the export of popular culture. This book looks at how, & why, it happened, & also why Pokémon has now faded as a cultural force.
Pokemón broke the mould. As the first Japanese cultural product to enjoy worldwide success, it was also the first to break the Western monopoly on the export of popular culture. This book looks at how, & why, it happened, & also why Pokémon has now faded as a cultural force.
"Unlike video games, interactive storytelling emphasizes human interaction, rather than mechanical conflict. "Chris Crawford, a pioneer in computer games, here offers his wisdom to developers entering this field of game design."
"Unlike video games, interactive storytelling emphasizes human interaction, rather than mechanical conflict. "Chris Crawford, a pioneer in computer games, here offers his wisdom to developers entering this field of game design."