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Books > Computing & IT > Computer software packages > Computer games

Programming Concepts In Java (Hardcover): Robert Burns Programming Concepts In Java (Hardcover)
Robert Burns
R675 Discovery Miles 6 750 Ships in 12 - 17 working days
Diablo: The Sanctuary Tarot Deck and Guidebook (Cards): Barbara Moore Diablo: The Sanctuary Tarot Deck and Guidebook (Cards)
Barbara Moore
R632 R508 Discovery Miles 5 080 Save R124 (20%) Ships in 12 - 17 working days

Weigh the past and seize your destiny-wherever the darkened path may lead-with The Sanctuary Tarot Deck and Guidebook, inspired by the mythos of Blizzard Entertainment's Diablo and its magic-infused world of Sanctuary. In this deluxe boxed set featuring 78 oversize cards and a 96-page guidebook, rekindle the traditions of those who threw bones, read tea leaves, and invoked the supernatural to light their path. With a team of artists led by Konstantin Vavilov and a comprehensive guidebook by Barbara Moore, this tarot set channels the beauty and terror of Sanctuary into an all-encompassing, visually stunning experience that holds the key to understanding-and embracing-your own inner demons.

Learn Professional Programming Skill in C++ Programming Language (Hardcover): Adalat Khan Learn Professional Programming Skill in C++ Programming Language (Hardcover)
Adalat Khan
R739 Discovery Miles 7 390 Ships in 12 - 17 working days
Python for Data Analysis - Everything you Need to Know About Data Analysis to Easily Get the Python Intermediate Level.... Python for Data Analysis - Everything you Need to Know About Data Analysis to Easily Get the Python Intermediate Level. (Hardcover)
Robert Campbell
R668 Discovery Miles 6 680 Ships in 12 - 17 working days
Atari 130XE Games Book (Hardcover): Richard Woolcock, Graeme Stretton Atari 130XE Games Book (Hardcover)
Richard Woolcock, Graeme Stretton
R641 R561 Discovery Miles 5 610 Save R80 (12%) Ships in 12 - 17 working days
Emotion in Video Game Soundtracking (Hardcover, 1st ed. 2018): Duncan Williams, Newton Lee Emotion in Video Game Soundtracking (Hardcover, 1st ed. 2018)
Duncan Williams, Newton Lee
R3,268 Discovery Miles 32 680 Ships in 10 - 15 working days

This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.

Geogames and Geoplay - Game-based Approaches to the Analysis of Geo-Information (Hardcover, 1st ed. 2018): Ola Ahlqvist,... Geogames and Geoplay - Game-based Approaches to the Analysis of Geo-Information (Hardcover, 1st ed. 2018)
Ola Ahlqvist, Christoph Schlieder
R4,263 Discovery Miles 42 630 Ships in 10 - 15 working days

This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.

Tabletop Game Design for Video Game Designers (Paperback): Ethan Ham Tabletop Game Design for Video Game Designers (Paperback)
Ethan Ham
R1,433 Discovery Miles 14 330 Ships in 12 - 17 working days

Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren't sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.

The Atari 2600 Encyclopedia Volume 6 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 6 (Hardcover)
Derek Slaton
R1,143 Discovery Miles 11 430 Ships in 10 - 15 working days
Desert Encounter - An Adventurous Journey Through Italian Africa (Paperback, 2nd Revised edition): Knud Holmboe Desert Encounter - An Adventurous Journey Through Italian Africa (Paperback, 2nd Revised edition)
Knud Holmboe; Translated by Helga Holbek
R254 Discovery Miles 2 540 Ships in 12 - 17 working days

In this classic of travel writing, first published sixty years ago, a Danish journalist records his experience of life in North Africa under colonial rule. Driving through the Sahara in a battered Chevrolet, having converted to Islam and with a knowledge of Arabic, he leaves the beaten track to discover communities and landscapes shrouded in mystery for centuries. Brushes with magicians, cave-dwellers and Sufi mystics, however, prove less astonishing than the cruelties inflicted on the local populations by Mussolini's generals.

Python Programming for Beginners - The Complete Guide for Total Beginner to Learn Python Programming in 1 week. (Hardcover):... Python Programming for Beginners - The Complete Guide for Total Beginner to Learn Python Programming in 1 week. (Hardcover)
Robert Campbell
R666 Discovery Miles 6 660 Ships in 12 - 17 working days
Sound Play - Video Games and the Musical Imagination (Hardcover): William Cheng Sound Play - Video Games and the Musical Imagination (Hardcover)
William Cheng
R3,797 Discovery Miles 37 970 Ships in 12 - 17 working days

Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.

The Atari 2600 Encyclopedia Volume 5 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 5 (Hardcover)
Derek Slaton
R1,158 Discovery Miles 11 580 Ships in 12 - 17 working days
Real-Time Visual Effects for Game Programming (Hardcover, 2015 ed.): Chang-Hun Kim, Sun-Jeong Kim, SooKyun Kim, Shin-Jin Kang Real-Time Visual Effects for Game Programming (Hardcover, 2015 ed.)
Chang-Hun Kim, Sun-Jeong Kim, SooKyun Kim, Shin-Jin Kang
R4,314 R3,311 Discovery Miles 33 110 Save R1,003 (23%) Ships in 12 - 17 working days

This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.

The Atari 2600 Encyclopedia Volume 4 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 4 (Hardcover)
Derek Slaton
R1,174 Discovery Miles 11 740 Ships in 12 - 17 working days
Gender Considerations and Influence in the Digital Media and Gaming Industry (Hardcover): Julie Prescott, Julie Elizabeth... Gender Considerations and Influence in the Digital Media and Gaming Industry (Hardcover)
Julie Prescott, Julie Elizabeth McGurren
R5,142 Discovery Miles 51 420 Ships in 12 - 17 working days

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

The Atari 2600 Encyclopedia Volume 3 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 3 (Hardcover)
Derek Slaton
R1,174 Discovery Miles 11 740 Ships in 12 - 17 working days
Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (Hardcover, 1st ed. 2015): Stefano Gualeni Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (Hardcover, 1st ed. 2015)
Stefano Gualeni
R2,906 Discovery Miles 29 060 Ships in 12 - 17 working days

Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

Ancient Greece and Rome in Videogames - Representation, Play, Transmedia (Hardcover): Ross Clare Ancient Greece and Rome in Videogames - Representation, Play, Transmedia (Hardcover)
Ross Clare
R3,141 Discovery Miles 31 410 Ships in 12 - 17 working days

This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the "epic mode" of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such "ancient games".

The Atari 2600 Encyclopedia Volume 2 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 2 (Hardcover)
Derek Slaton
R1,175 Discovery Miles 11 750 Ships in 12 - 17 working days
The First World War in Computer Games (Hardcover): C. Kempshall The First World War in Computer Games (Hardcover)
C. Kempshall
R1,712 Discovery Miles 17 120 Ships in 12 - 17 working days

The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

Designing Immersive Video Games Using 3DUI Technologies - Improving the Gamer's User Experience (Hardcover, 1st ed. 2018):... Designing Immersive Video Games Using 3DUI Technologies - Improving the Gamer's User Experience (Hardcover, 1st ed. 2018)
Arun K. Kulshreshth, Joseph J. Laviola Jr.
R3,325 Discovery Miles 33 250 Ships in 10 - 15 working days

A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

Women in Historical and Archaeological Video Games (Hardcover): Jane Draycott Women in Historical and Archaeological Video Games (Hardcover)
Jane Draycott
R3,010 Discovery Miles 30 100 Ships in 12 - 17 working days

This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.

The Atari 2600 Encyclopedia Volume 1 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 1 (Hardcover)
Derek Slaton
R1,174 Discovery Miles 11 740 Ships in 12 - 17 working days
Working with Sound - The Future of Audio Work in Interactive Entertainment (Paperback): Rob Bridgett Working with Sound - The Future of Audio Work in Interactive Entertainment (Paperback)
Rob Bridgett
R1,044 Discovery Miles 10 440 Ships in 12 - 17 working days

Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.

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