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

30 Programs for the Sinclair ZX80 (Hardcover, 40th Anniversary Collector's ed.): Retro Reproductions 30 Programs for the Sinclair ZX80 (Hardcover, 40th Anniversary Collector's ed.)
Retro Reproductions
R541 Discovery Miles 5 410 Ships in 18 - 22 working days
Mastering the Commodore 64 (Hardcover): Mark Greenshields Mastering the Commodore 64 (Hardcover)
Mark Greenshields
R617 Discovery Miles 6 170 Ships in 18 - 22 working days
The Kojima Code (Hardcover): Terry Wolfe The Kojima Code (Hardcover)
Terry Wolfe
R1,030 Discovery Miles 10 300 Ships in 18 - 22 working days
Violence. Speed. Momentum. (Paperback): DisRespect Violence. Speed. Momentum. (Paperback)
DisRespect
R399 R371 Discovery Miles 3 710 Save R28 (7%) Ships in 18 - 22 working days
Mastering Machine Code on Your Commodore 64 (Hardcover, Collector's Hardback ed.): Mark Greenshields Mastering Machine Code on Your Commodore 64 (Hardcover, Collector's Hardback ed.)
Mark Greenshields
R684 Discovery Miles 6 840 Ships in 10 - 15 working days
Phoenix IV - The History of the Videogame Industry (Hardcover): Leonard Herman Phoenix IV - The History of the Videogame Industry (Hardcover)
Leonard Herman; Introduction by Ted Dabney, Chris Kohler
R2,301 Discovery Miles 23 010 Ships in 10 - 15 working days
Brenda Laurel - Pioneering Games for Girls (Hardcover): Carly A Kocurek Brenda Laurel - Pioneering Games for Girls (Hardcover)
Carly A Kocurek
R3,332 Discovery Miles 33 320 Ships in 10 - 15 working days

Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.

Contemporary Research on Intertextuality in Video Games (Hardcover): Christophe Duret, Christian-Marie Pons Contemporary Research on Intertextuality in Video Games (Hardcover)
Christophe Duret, Christian-Marie Pons
R4,717 Discovery Miles 47 170 Ships in 18 - 22 working days

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Programming Concepts in C++ (Hardcover): Robert Burns Programming Concepts in C++ (Hardcover)
Robert Burns
R729 Discovery Miles 7 290 Ships in 10 - 15 working days
C64 Machine Language for the Absolute Beginner (Hardcover): Danny Davis C64 Machine Language for the Absolute Beginner (Hardcover)
Danny Davis
R623 Discovery Miles 6 230 Ships in 10 - 15 working days
Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (Hardcover): Brock R Dubbels Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (Hardcover)
Brock R Dubbels
R4,738 Discovery Miles 47 380 Ships in 18 - 22 working days

Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual's life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.

White Mythic Space - Racism, the First World War, and >Battlefield 1< (Hardcover): Stefan Aguirre Quiroga White Mythic Space - Racism, the First World War, and >Battlefield 1< (Hardcover)
Stefan Aguirre Quiroga
R2,395 Discovery Miles 23 950 Ships in 18 - 22 working days

The fall of 2016 saw the release of the widely popular First World War video game Battlefield 1. Upon the game's initial announcement and following its subsequent release, Battlefield 1 became the target of an online racist backlash that targeted the game's inclusion of soldiers of color. Across social media and online communities, players loudly proclaimed the historical inaccuracy of black soldiers in the game and called for changes to be made that correct what they considered to be a mistake that was influenced by a supposed political agenda. Through the introduction of the theoretical framework of the 'White Mythic Space', this book seeks to investigate the reasons behind the racist rejection of soldiers of color by Battlefield 1 players in order to answer the question: Why do individuals reject the presence of people of African descent in popular representations of history?

Computer Graphics Programming in OpenGL with JAVA (Hardcover, 3rd Revised edition): V Scott Gordon, John Clevenger Computer Graphics Programming in OpenGL with JAVA (Hardcover, 3rd Revised edition)
V Scott Gordon, John Clevenger
R2,253 R1,829 Discovery Miles 18 290 Save R424 (19%) Ships in 18 - 22 working days

This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java, along with its theoretical foundations. It is appropriate both for computer science graphics courses, and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, "teach-yourself" format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, with instructions for both PC/Windows and Macintosh Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia's Nsight debugger Includes companion files with code, object models, figures, and more

Amstrad Games Book - Cpc464 & Cpc664 (Hardcover, Collector's Hardback ed.): Kevin Bergin, Andrew Lacey Amstrad Games Book - Cpc464 & Cpc664 (Hardcover, Collector's Hardback ed.)
Kevin Bergin, Andrew Lacey
R641 Discovery Miles 6 410 Ships in 18 - 22 working days
Demystifying Esports - A Personal Guide to the History and Future of Competitive Gaming (Hardcover): Baro Hyun Demystifying Esports - A Personal Guide to the History and Future of Competitive Gaming (Hardcover)
Baro Hyun
R571 R525 Discovery Miles 5 250 Save R46 (8%) Ships in 18 - 22 working days
The Minds Behind Shooter Games - Interviews with Cult and Classic Video Game Developers (Paperback): Patrick Hickey, Jr. The Minds Behind Shooter Games - Interviews with Cult and Classic Video Game Developers (Paperback)
Patrick Hickey, Jr.
R686 Discovery Miles 6 860 Ships in 10 - 15 working days

Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.

Better Late Than Never - Andy Green Pixel Art (Hardcover, Collector's ed.): Andy Green Better Late Than Never - Andy Green Pixel Art (Hardcover, Collector's ed.)
Andy Green; Compiled by Richard Langford
R1,064 Discovery Miles 10 640 Ships in 18 - 22 working days
Why We Should Not Stop at Just Remaking MGS (Hardcover): Saul Ed Sinek Why We Should Not Stop at Just Remaking MGS (Hardcover)
Saul Ed Sinek
R436 R403 Discovery Miles 4 030 Save R33 (8%) Ships in 18 - 22 working days
How To Make Money With Online Games - Your Step By Step Guide To Making Money With Online Games (Hardcover): Howexpert How To Make Money With Online Games - Your Step By Step Guide To Making Money With Online Games (Hardcover)
Howexpert
R717 Discovery Miles 7 170 Ships in 18 - 22 working days
FORTNITE Official: How to Draw Volume 3 (Paperback): Epic Games FORTNITE Official: How to Draw Volume 3 (Paperback)
Epic Games
R322 R295 Discovery Miles 2 950 Save R27 (8%) Ships in 9 - 17 working days

Learn how to draw the latest Fortnite Battle Pass designs with this brand-new official guide from Epic Games. Want to recreate the action-packed looks from the Battle Passes? Well, now you can with this special themed guide, brought to you by Epic Games. With clear step-by-step instructions to take you from initial sketch to finished artwork, this book will help elevate your drawing skills to Tier 100. INCLUDES: * 16 CLASSIC OUTFITS * 8 STYLISH EMOTICONS * SUPERCOOL BACK BLING, GLIDERS, AND HARVESTING TOOLS * TOP DRAWING TIPS Featuring the authentic Fortnite holographic seal.

A Hobbyist's Guide to THEC64 Mini (Hardcover, Collector's ed.): Holger Wessling A Hobbyist's Guide to THEC64 Mini (Hardcover, Collector's ed.)
Holger Wessling
R796 Discovery Miles 7 960 Ships in 10 - 15 working days
Every Game is an Island - Endings and Extremities in Video Games (Hardcover): Riccardo Fassone Every Game is an Island - Endings and Extremities in Video Games (Hardcover)
Riccardo Fassone
R4,306 Discovery Miles 43 060 Ships in 10 - 15 working days

Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Missile Commander - A Journey to the Top of an Arcade Classic (Hardcover, Hardback ed.): Tony Temple Missile Commander - A Journey to the Top of an Arcade Classic (Hardcover, Hardback ed.)
Tony Temple
R933 Discovery Miles 9 330 Ships in 10 - 15 working days
Violent Games - Rules, Realism and Effect (Hardcover): Gareth Schott Violent Games - Rules, Realism and Effect (Hardcover)
Gareth Schott
R4,954 Discovery Miles 49 540 Ships in 10 - 15 working days

It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over," referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence" encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as" violence.

Destiny: Grimoire Anthology - Volume 2 (Hardcover): Bungie Destiny: Grimoire Anthology - Volume 2 (Hardcover)
Bungie 1
R616 R559 Discovery Miles 5 590 Save R57 (9%) Ships in 10 - 15 working days

The Destiny Grimoire Anthology is a must-have collectible lore compendium assembled for Destiny's devoted and enlightened scholars and lore lovers, as well as fans of fantasy and science fiction storytelling. The Destiny Grimoire Anthology weaves tales from multiple sources together for the first time, casting new light on Destiny's most legendary heroes, infamous villains, and their greatest moments of triumph and tragedy.

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