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

Persuasive Games - The Expressive Power of Videogames (Paperback): Ian Bogost Persuasive Games - The Expressive Power of Videogames (Paperback)
Ian Bogost
R1,269 Discovery Miles 12 690 Ships in 18 - 22 working days

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Unity 2018 Game Development in 24 Hours, Sams Teach Yourself (Paperback, 3rd edition): Mike Geig Unity 2018 Game Development in 24 Hours, Sams Teach Yourself (Paperback, 3rd edition)
Mike Geig
R1,053 R849 Discovery Miles 8 490 Save R204 (19%) Ships in 10 - 15 working days

In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2018 game engine at the heart of Ori and the Blind Forest, Firewatch, Monument Valley, and many other sizzling-hot games! This book's straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Unity game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and exercises help you test your knowledge and stretch your skills. Notes and Tips point out shortcuts and solutions Learn how to... Get up and running fast with the Unity 2018 game engine and editor Work efficiently with Unity's graphical asset pipeline Make the most of lights and cameras Sculpt stunning worlds with Unity's terrain and environmental tools Script tasks ranging from capturing input to building complex behaviors Quickly create repeatable, reusable game objects with prefabs Implement easy, intuitive game user interfaces Control players through built-in and custom character controllers Build realistic physical and trigger collisions Leverage the full power of Unity's Animation and new Timeline systems Integrate complex audio into your games Use mobile device accelerometers and multi-touch displays Build engaging 2D games with Unity's 2D tools and Tilemap Apply the "finishing touches" and deploy your games

Mass Effect 3 Guide - Tips and Tricks (Paperback): Sunx9x Mass Effect 3 Guide - Tips and Tricks (Paperback)
Sunx9x
R392 Discovery Miles 3 920 Ships in 18 - 22 working days
Video Games Have Always Been Queer (Paperback): Bonnie Ruberg Video Games Have Always Been Queer (Paperback)
Bonnie Ruberg
R787 Discovery Miles 7 870 Ships in 9 - 17 working days

Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can-and should-be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games-because video games have, in fact, always been queer.

What Video Games Have to Teach Us About Learning and Literacy (Paperback, 2nd Revised edition): James Paul Gee What Video Games Have to Teach Us About Learning and Literacy (Paperback, 2nd Revised edition)
James Paul Gee
R494 R460 Discovery Miles 4 600 Save R34 (7%) Ships in 18 - 22 working days

The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. "The Observer" newspaper recently called Gee 'One of the worlds leading educational experts'.This title provides a controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about video games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, how one perceives the world.This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning.

The Game Maker's Apprentice - Game Development for Beginners (Paperback, 1st Corrected ed., Corr. 4th printing): Jacob... The Game Maker's Apprentice - Game Development for Beginners (Paperback, 1st Corrected ed., Corr. 4th printing)
Jacob Habgood, Mark Overmars 1
R1,559 R1,287 Discovery Miles 12 870 Save R272 (17%) Ships in 18 - 22 working days

Computer game creation is a fascinating but very complex subject, and this complexity can be off -putting to many. However, you shouldn't lose heart if you want to learn how to create great games; all you need is this book, some enthusiasm, and a good imagination. The Game Maker's Apprentice shows you how to create 9 complete, exciting games of different types (action, adventure, puzzle, and more) using the wildly popular Game Maker game creation tool, complete with professional quality sounds and visuals. It also teaches you all you need to know about game design theory (challenges, learning curves, level design etc) and programming to give you a solid grounding in game design. Game Maker uses an easy drag-and-drop interface for the most part, so you don't need to have any coding experience to start creating games. It also features a built-in programming language to allow you to add advanced features to your games. You can progress to using this when you are ready. Go to http: //www.gamemaker.nl/ for more information.

Tokyo for Gamers (Paperback): Kei D Nalto Tokyo for Gamers (Paperback)
Kei D Nalto
R391 Discovery Miles 3 910 Ships in 18 - 22 working days
A Beginner's Guide to 2D Platform Games with Unity - Create a simple 2D platform game and Learn to Code in the Process... A Beginner's Guide to 2D Platform Games with Unity - Create a simple 2D platform game and Learn to Code in the Process (Paperback)
Patrick Felicia
R522 Discovery Miles 5 220 Ships in 18 - 22 working days
Coding in Python - 3 books in 1-A Beginners Guide to Learn Coding in Python +Coding Using the Principles and Theories of Python... Coding in Python - 3 books in 1-A Beginners Guide to Learn Coding in Python +Coding Using the Principles and Theories of Python Programming +Coding Using Python Programming to Master the Art of Coding (Paperback)
Robert C Matthews
R1,072 Discovery Miles 10 720 Ships in 18 - 22 working days
Beginning C++ Through Game Programming (Paperback, 4th edition): Michael Dawson Beginning C++ Through Game Programming (Paperback, 4th edition)
Michael Dawson
R1,610 Discovery Miles 16 100 Ships in 9 - 17 working days

When it comes to game programming, C++ is the name of the game. If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started-with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you've learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming.

Smoke and Mirrors - The Rise and Fall of a Serial Antipreneur (Paperback): Mike James Smoke and Mirrors - The Rise and Fall of a Serial Antipreneur (Paperback)
Mike James
R619 Discovery Miles 6 190 Ships in 18 - 22 working days
Reality Is Broken - Why Games Make Us Better and How They Can Change the World (Paperback): Jane McGonigal Reality Is Broken - Why Games Make Us Better and How They Can Change the World (Paperback)
Jane McGonigal
R506 R402 Discovery Miles 4 020 Save R104 (21%) Ships in 10 - 15 working days

Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real world problems and improve our day-to-day living.

Dark Nights with Poe and Munro - The Original Scripts (Paperback): Lynda Cowles, Tim Cowles Dark Nights with Poe and Munro - The Original Scripts (Paperback)
Lynda Cowles, Tim Cowles
R425 Discovery Miles 4 250 Ships in 18 - 22 working days
Invent Your Own Computer Games With Python, 4e (Paperback, 4 Revised Edition): Al Sweigart Invent Your Own Computer Games With Python, 4e (Paperback, 4 Revised Edition)
Al Sweigart
R865 R782 Discovery Miles 7 820 Save R83 (10%) Ships in 10 - 15 working days

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language even if you ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: Combine loops, variables, and flow control statements into real working programs Choose the right data structures for the job, such as lists, dictionaries, and tuples Add graphics and animation to your games with the pygame module Handle keyboard and mouse input Program simple artificial intelligence so you can play against the computer Use cryptography to convert text messages into secret code Debug your programs and find common errors As you wo

Unity 2022 by Example - A project-based guide to building 2D, 3D, augmented reality, and virtual reality games (Paperback):... Unity 2022 by Example - A project-based guide to building 2D, 3D, augmented reality, and virtual reality games (Paperback)
Scott Cameron
R1,163 Discovery Miles 11 630 Ships in 18 - 22 working days

Start building commercial and playable games in Unity with C# through a series of practical projects ranging from a simple 2D game to adding AR/VR experiences with this full-color guide Key Features * Create game apps, including a 2D adventure game, a 3D first-person shooter, and more * Explore Unity's component-based approach to implementing features in Unity 2022 through a GameObject hierarchy based on C# scripts * Follow steps for publishing, marketing, and maintaining your games effectively Book Description Unity 2022 by Example is a complete introduction to building games in Unity following a project-based approach. You'll be introduced to the Unity game engine and the tools available for building and customizing a game exactly the way you want while maintaining a good code foundation to build upon. Once you get familiar with the fundamentals of Unity game development, you'll start creating a 2D collection game and an adventure game followed by a 3D first-person shooter game. You'll then explore advanced topics such as machine learning by creating AI-based enemy behavior, virtual reality by extending the first-person game, and augmented reality by exploring a farming sim in a real-world setting. These topics are completed in practice while building projects using the latest game tool kits. Finally, you'll learn how to commercialize your game by publishing it to a distribution platform and maintain and support it throughout its lifespan. As you progress, you'll gain real-world knowledge and experience by taking a game from conceptual design to completion. By the end of this Unity book, you'll have strong foundational knowledge of how to structure a Unity project that is both maintainable and extensible for commercially released games. What you will learn * Navigate and use the primary windows of the editor, and the new features introduced in Unity 2022 * Create new Unity game projects and add functionality with C# code * Specify your game design and break it down into systems and components for implementation * Create beautiful playable environments quickly and use them for both 2D and 3D games * Build player characters and use them to develop complete game mechanics, the core game loop, and win/lose conditions * Get up to speed with Unity Gaming Services available for creating commercially viable games Who This Book Is For If you find yourself struggling with completing game projects in Unity and want to follow best practices while maintaining a good coding structure, then this book is for you. Aspiring game developers, as well as anyone with some experience in developing games who wants to design basic playable and commercial games in Unity with a core loop, player verbs, simple mechanics, and win/lose conditions will find this book useful. Readers are expected to have experience with the Unity Editor interface and implementing functionality by creating C# scripts.

Learn Blackberry Games Development (Paperback, 1st ed.): Carol Hamer, Andrew Davison Learn Blackberry Games Development (Paperback, 1st ed.)
Carol Hamer, Andrew Davison
R1,176 R1,004 Discovery Miles 10 040 Save R172 (15%) Ships in 18 - 22 working days

BlackBerry smart phones aren't just for business. In fact, throw away that boring spreadsheet, tear up that yearly budget reportthe BlackBerry is a lean, mean game-playing machine. Carol Hamer and Andrew Davison, expert software game developers, show you how to leverage the BlackBerry Java Development Environment (based on Java ME) to design and create fun, sophisticated game applications from role playing to dueling with light sabers. The BlackBerry: not as clumsy or as random as a blasteran elegant device, for a more civilized age.

In this book, Carol and Andrew give you the professional techniques you need to use music, 2D and 3D graphics, maps, and game design patterns to build peer-to-peer games, role playing games, and more for the BlackBerry. What you'll learn How to build a custom user interface with your game's theme How to take your graphics to the next level with SVG and OpenGL ES How to boogie on down with a MMAPI music player How to optimize your games with BlackBerry-specific APIs and tools How to program games for any BlackBerry device, from the earliest Java-enabled smartphones to models that run the BlackBerry 5 operating system How to build games for two players or the whole world with GPS, SMS, and the Internet How to create space adventures that may confound your mind with their awesomeness. How to drive a toy sports car from your BlackBerry using Bluetooth and USB How to sell your game on BlackBerry App World and beyond Who this book is for

This book is for game enthusiasts and software engineers who know at least a bit of Java and want to program games for the BlackBerry. No prior knowledge of Micro Edition programming is required. Table of Contents Gaming on BlackBerry BlackBerry Application Basics Game Graphics and Events with MIDP and RIM Classes Adding a Professional Look and Feel Security and Selling Your Game Swingin' Light Saber Play a Live Opponent with SMS Using Scalable Vector Graphics Creating Role-Playing Games on the Internet Remotely Drive a (Toy) Sports Car Fox and Hounds Introducing 3D with JSR 239

A Taste of Imagination - Video Games and Sufi Spirituality (Paperback): Ali Hussain A Taste of Imagination - Video Games and Sufi Spirituality (Paperback)
Ali Hussain; Foreword by Shaykh Muhammad Hisham Kabbani
R301 R283 Discovery Miles 2 830 Save R18 (6%) Out of stock
The Legend of Zelda Remake Dictionary 2021 Updated and Expanded (Paperback): Zen Da1 The Legend of Zelda Remake Dictionary 2021 Updated and Expanded (Paperback)
Zen Da1
R372 Discovery Miles 3 720 Ships in 18 - 22 working days
3D Facial Animation- Recreating human heads with virtual skin, bones, and muscles (Paperback): Kolja Kahler 3D Facial Animation- Recreating human heads with virtual skin, bones, and muscles (Paperback)
Kolja Kahler
R1,196 Discovery Miles 11 960 Ships in 18 - 22 working days

The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge "naturally" through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations.

Game of X v.1 - Xbox (Paperback): Rusel DeMaria Game of X v.1 - Xbox (Paperback)
Rusel DeMaria
R1,521 Discovery Miles 15 210 Ships in 10 - 15 working days

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live. Key Features Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.

Game Development Patterns with Unreal Engine 5 - Build maintainable and scalable systems with C++ and Blueprint (Paperback):... Game Development Patterns with Unreal Engine 5 - Build maintainable and scalable systems with C++ and Blueprint (Paperback)
Stuart Butler, Tom Oliver
R921 Discovery Miles 9 210 Ships in 18 - 22 working days

Improve your game's code to make it more readable, reusable, modular and optimized following design patterns, and enhance your overall use of C++ with Unreal Engine Key Features * Explore the fascinating world of design patterns and their application to game development in Unreal Engine 5 * Learn how to translate code from Blueprint to C++ to produce performant solutions for your game's development * Discover best practices for clean code and apply them to Unreal Engine 5 and C++ Book Description Design patterns are a series of tools and practices by which we can learn to write faster and easier to work with code. With this book, you will explore a range of design patterns and how they can be applied to projects developed in Unreal Engine 5. The book begins by exploring the key principles which underpin code and develop an understanding of the concepts, challenges, and key benefits of using patterns in your code. We'll then move on to identifying patterns which are woven into the core of Unreal Engine 5 such as Double Buffer, Flyweight and Spatial Partitioning, then explore some of the existing tool sets which embody patterns in their design and usage including Component, Behaviour Tree and Update. You'll then start to develop a series of gameplay use cases through C++ to implement a range of design patterns including Interface and Event based Observers to build a decoupled communications hierarchy and explore Singleton, Command and State, as well as Behavioural Patterns, Template, Subclass Sandbox and Type Object. The final section of the book will introduce the use of design patterns for optimization including Dirty Flag, Data Locality and Object Pooling. By the end of this book, you will be able to design systems with the perfect C++/Blueprint blend for maintainable and scalable systems. What you will learn * Understand what a design pattern is and why it is useful * Understand the layers within UE5 and how they work together * Develop an understanding of the relationship between C++ code and Blueprint in Unreal Engine 5 * Translate code from Blueprint to C++ in Unreal Engine 5 * Understand design patterns found within existing Unreal Engine 5 functions * Explore design patterns to understand their purpose and application within Unreal Engine 5 * Creatively apply design patterns to existing code to simplify common problems * Apply best practice principles for clean code Who This Book Is For If you are a beginner or intermediate game developer who is working with Unreal Engine and would like to improve your C++ coding practices, this book will help you produce clean, reusable code using design patterns. The book will cover introductory tasks to show the key fundamentals of using Unreal Engine 5 however learning Unreal Engine from scratch is not the purpose of this book. You would benefit from having some experience of the Unreal Engine but deep working knowledge is not required as activities will introduce the tools and features when needed.

Playing at Narratology: Digital Media as Narrative Theory (Paperback): Daniel Punday Playing at Narratology: Digital Media as Narrative Theory (Paperback)
Daniel Punday
R1,035 Discovery Miles 10 350 Ships in 18 - 22 working days
Critical Hits - Writers Playing Video Games (Paperback): Carmen Maria Machado, J.Robert Lennon Critical Hits - Writers Playing Video Games (Paperback)
Carmen Maria Machado, J.Robert Lennon
R420 R396 Discovery Miles 3 960 Save R24 (6%) In Stock

A wide-ranging anthology of essays exploring one of the most vital art forms on the planet today.

From the earliest computers to the smartphones in our pockets, video games have been on our screens and part of our lives for over fifty years. Critical Hits celebrates this sophisticated medium and considers its lasting impact on our culture and ourselves.

This collection of stylish, passionate, and searching essays opens with an introduction by Carmen Maria Machado, who edited the anthology alongside J. Robert Lennon. In these pages, writer-gamers find solace from illness and grief, test ideas about language, bodies, power, race, and technology, and see their experiences and identities reflected in―or complicated by―the interactive virtual worlds they inhabit. Elissa Washuta immerses herself in The Last of Us during the first summer of the pandemic. Nana Kwame Adjei-Brenyah describes his last goodbye to his father with the help of Disco Elysium. Jamil Jan Kochai remembers being an Afghan American teenager killing Afghan insurgents in Call of Duty.

Also included are a comic by MariNaomi about her time as a video game producer; a deep dive into “portal fantasy” movies about video games by Charlie Jane Anders; and new work by Alexander Chee, Hanif Abdurraqib, Larissa Pham, and many more.

Game Design - Impossible: The drama of game development (Paperback): Courtney Goldsmith Game Design - Impossible: The drama of game development (Paperback)
Courtney Goldsmith; Illustrated by Emma Jonsson; Guido Schmidt
R516 Discovery Miles 5 160 Ships in 18 - 22 working days
Scratch Programming - Getting a Better Understanding of How to Use Scratch (Paperback): Mike Morris Scratch Programming - Getting a Better Understanding of How to Use Scratch (Paperback)
Mike Morris
R494 Discovery Miles 4 940 Ships in 18 - 22 working days
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