Presents over 100 sets of questions for viewing a game's design and it describes how tactics used in board, card, and athletic games also work in video games. It also contains examples from new VR and AR platforms as well as examples from modern games such as Free to Play games,…
Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds. In this ground-breaking new textbook, best-selling author…
George R.R. Martin's acclaimed seven-book fantasy series A Song of Ice and Fire is unique for its strong and multi-faceted female protagonists, from teen queen Daenerys, scheming Queen Cersei, child avenger Arya, knight Brienne, Red Witch Melisandre, and many more. The Game of T…
This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies. It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute so…
Utopic Dreams and Apocalyptic Fantasiesi invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
This book offers an insider's view of online games and how they change us. In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a videogame. It was the best thing that ever happened to me. So begins this story of personal redempt…
Uncovers the real stories behind our video game obsession. Along the way Simon Parkin meets the players and game developers at the frontline of virtual extremism
Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit. This book shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale
"Digital Play" offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its status as a $ 20 billion global cultural industry. Stephen Kline, Nick Dyer-…
Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes
The popular media often presents a negative picture of young people and technology. From addiction to gaming, the distractions of the Internet, to the risks of social networking, the downsides of new technology in the lives of teenagers are often over-blown. Teenagers and Techno…
Offers aspiring Minecraft programmers step-by-step instructions on extending the game experience through programming projects that include building intelligent objects, creating alien invasions, and writing interactive games
Playing Along shows how video games and social media are bridging virtual and visceral experience, transforming our understanding of musicality, creativity, play, and participation.