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

Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Hardcover): Sari Gilbert Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Hardcover)
Sari Gilbert
R3,242 Discovery Miles 32 420 Ships in 10 - 15 working days

Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior.

Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."

Qualitative Research in Gambling - Exploring the production and consumption of risk (Paperback): Rebecca Cassidy, Andrea Pisac,... Qualitative Research in Gambling - Exploring the production and consumption of risk (Paperback)
Rebecca Cassidy, Andrea Pisac, Claire Loussouarn
R1,417 Discovery Miles 14 170 Ships in 10 - 15 working days

Gambling is both a multi-billion dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including anthropology, history and media studies to explore the production and consumption of risk, risky places, risk technology, the gambling industry, and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including the challenges of studying deterritorialised social phenomena; globalizing technologies and local markets; regulation as it operates across local, regional and international scales; globalization, and the rise of games, virtual worlds, and social media.

Understanding Counterplay in Video Games (Hardcover): Alan F. Meades Understanding Counterplay in Video Games (Hardcover)
Alan F. Meades
R4,494 Discovery Miles 44 940 Ships in 10 - 15 working days

This book offers insight into one of the most problematic and universal issues within multiplayer videogames: antisocial and oppositional play forms such as cheating, player harassment, the use of exploits, illicit game modifications, and system hacking, known collectively as counterplay. Using ethnographic research, Alan Meades not only to gives voice to counterplayers, but reframes counterplay as a complex practice with contradictory motivations that is anything but reducible to simply being hostile to play, players, or commercial videogames. The book offers a grounded and pragmatic exploration of counterplay, framing it as an unavoidable by-product of interaction of mass audiences with compelling and culturally important texts.

The Play Versus Story Divide in Game Studies - Critical Essays (Paperback): Matthew Wilhelm Kapell The Play Versus Story Divide in Game Studies - Critical Essays (Paperback)
Matthew Wilhelm Kapell
R1,073 R872 Discovery Miles 8 720 Save R201 (19%) Ships in 10 - 15 working days

Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously ""never happened."" This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability of play versus narrative approaches or considering the failure of each. The essays consider the broader history of game studies, while applying notions of play and story to recent games in an attempt to foster serious debate and analysis.

A Framework for Scientific Discovery through Video Games (Paperback): Seth Cooper A Framework for Scientific Discovery through Video Games (Paperback)
Seth Cooper
R1,390 R1,232 Discovery Miles 12 320 Save R158 (11%) Ships in 10 - 15 working days

As science becomes increasingly computational, the limits of what is computationally tractable become a barrier to scientific progress. Many scientific problems, however, are amenable to human problem solving skills that complement computational power. By leveraging these skills on a larger scale - beyond the relatively few individuals currently engaged in scientific inquiry - there is the potential for new scientific discoveries. This book presents a framework for mapping open scientific problems into video games. The game framework combines computational power with human problem solving and creativity to work toward solving scientific problems that neither computers nor humans could previously solve alone. To maximize the potential contributors to scientific discovery, the framework designs a game to be played by people with no formal scientific background and incentivizes long- term engagement with a myriad of collaborative on competitive reward structures. The framework allows for the continual coevolution of the players and the game to each other: as players gain expertise through gameplay, the game changes to become a better tool. The framework is validated by being applied to proteomics problems with the video game Foldit. Foldit players have contributed to novel discoveries in protein structure prediction, protein design, and protein structure refinement algorithms. The coevolution of human problem solving and computer tools in an incentivized game framework is an exciting new scientific pathway that can lead to discoveries currently unreachable by other methods.

Playing to Win - Sports, Video Games, and the Culture of Play (Hardcover): Thomas P. Oates, Robert Alan Brookey Playing to Win - Sports, Video Games, and the Culture of Play (Hardcover)
Thomas P. Oates, Robert Alan Brookey; Contributions by Andrew Baerg, Meredith M Bagley, Michael L. Butterworth, …
R1,795 R1,617 Discovery Miles 16 170 Save R178 (10%) Ships in 10 - 15 working days

In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Playing to Win - Sports, Video Games, and the Culture of Play (Paperback): Thomas P. Oates, Robert Alan Brookey Playing to Win - Sports, Video Games, and the Culture of Play (Paperback)
Thomas P. Oates, Robert Alan Brookey; Contributions by Andrew Baerg, Meredith M Bagley, Michael L. Butterworth, …
R604 Discovery Miles 6 040 Ships in 10 - 15 working days

In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Hardcover, 2nd edition):... Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Hardcover, 2nd edition)
Katherine Isbister, Celia Hodent
R3,970 Discovery Miles 39 700 Ships in 10 - 15 working days

This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.

Augmented Reality Games I - Understanding the Pokemon GO Phenomenon (Hardcover, 1st ed. 2019): Vladimir Geroimenko Augmented Reality Games I - Understanding the Pokemon GO Phenomenon (Hardcover, 1st ed. 2019)
Vladimir Geroimenko
R3,128 Discovery Miles 31 280 Ships in 18 - 22 working days

This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokemon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokemon GO, players' experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokemon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

Computer Games and Software Engineering (Hardcover): Kendra M L Cooper, Walt Scacchi Computer Games and Software Engineering (Hardcover)
Kendra M L Cooper, Walt Scacchi
R3,662 Discovery Miles 36 620 Ships in 10 - 15 working days

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software. Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the interaction between these two traditionally distinct fields. An ideal reference for software engineers, developers, and researchers, this book explores game programming and development from a software engineering perspective. It introduces the latest research in computer game software engineering (CGSE) and covers topics such as HALO (Highly Addictive, sociaLly Optimized) software engineering, multi-player outdoor smartphone games, gamifying sports software, and artificial intelligence in games. The book explores the use of games in software engineering education extensively. It also covers game software requirements engineering, game software architecture and design approaches, game software testing and usability assessment, game development frameworks and reusability techniques, and game scalability infrastructure, including support for mobile devices and web-based services.

Dungeons and Dragons and Philosophy - Raiding the Temple of Wisdom (Paperback, New): Jon Cogburn, Mark Silcox Dungeons and Dragons and Philosophy - Raiding the Temple of Wisdom (Paperback, New)
Jon Cogburn, Mark Silcox
R708 R647 Discovery Miles 6 470 Save R61 (9%) Ships in 10 - 15 working days

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is "the most exciting event in popular culture since the invention of the motion picture." Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it's okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, "Epic Tier: Leveling Up," is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

Understanding Minecraft - Essays on Play, Community and Possibilities (Paperback): Nate Garrelts Understanding Minecraft - Essays on Play, Community and Possibilities (Paperback)
Nate Garrelts
R617 R497 Discovery Miles 4 970 Save R120 (19%) Ships in 10 - 15 working days

Since its official release in 2011, Minecraft has sold nearly 50 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Creator Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibility.

A Game of Life or Death (Paperback): Triona Campbell A Game of Life or Death (Paperback)
Triona Campbell
R263 R240 Discovery Miles 2 400 Save R23 (9%) Ships in 9 - 17 working days

An addictive thriller from the most sensational new voice in YA fiction. When sixteen-year-old Asha Kennedy discovers her older sister Maya's dead body in their home, her world falls apart. Desperate for answers, and to stay out of the hands of the social services she grew up in, Asha turns to her hacker friends for help. Her search leads her to Zu Tech, the hit games studio where Maya was a lead coder. As Asha begins to unravel the riddle of her death, she realises that the only way to uncover the truth is from the inside. Asha ghosts her old life and infiltrates a Zu Tech eSport tournament as they launch 'SHACKLE', the revolutionary Virtual Reality video game Maya was working on - and which hides a monstrous secret... Perfect for fans of The Hunger Games and A Good Girl's Guide to Murder A guaranteed page turner full of heart, tension and twists you won't see coming! The first book in a major new YA series

Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Paperback): Jeff Howard Game Magic - A Designer's Guide to Magic Systems in Theory and Practice (Paperback)
Jeff Howard
R1,797 Discovery Miles 17 970 Ships in 10 - 15 working days

Make More Immersive and Engaging Magic Systems in Games

Game Magic: A Designer s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).

The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.

Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website."

Understanding Game Scoring - The Evolution of Compositional Practice for and through Gaming (Hardcover): Mack Enns Understanding Game Scoring - The Evolution of Compositional Practice for and through Gaming (Hardcover)
Mack Enns
R4,206 Discovery Miles 42 060 Ships in 10 - 15 working days

Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.

The Complete Guide to Photorealism for Visual Effects, Visualization and Games - For Visual Effects, Visualization and Games... The Complete Guide to Photorealism for Visual Effects, Visualization and Games - For Visual Effects, Visualization and Games (Hardcover)
Eran Dinur
R4,614 Discovery Miles 46 140 Ships in 10 - 15 working days

This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.

Games As A Service - How Free to Play Design Can Make Better Games (Paperback): Oscar Clark Games As A Service - How Free to Play Design Can Make Better Games (Paperback)
Oscar Clark
R1,423 Discovery Miles 14 230 Ships in 9 - 17 working days

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the 'evil' or 'manipulative' experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation (R)Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Qualitative Research in Gambling - Exploring the production and consumption of risk (Hardcover, New): Rebecca Cassidy, Andrea... Qualitative Research in Gambling - Exploring the production and consumption of risk (Hardcover, New)
Rebecca Cassidy, Andrea Pisac, Claire Loussouarn
R4,223 Discovery Miles 42 230 Ships in 10 - 15 working days

The Open Access version of this book, available at http://www.tandfebooks.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. Gambling is both a multi-billion-dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and 'agile'. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of 'problem gambling' in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including geography, organisational studies, sociology, East Asian studies and anthropology to explore the production and consumption of risk, risky places, risk technologies, the gambling industry and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including: the challenges of studying deterritorialised social phenomena; globalising technologies and local markets; regulation as it operates across local, regional and international scales; and the rise of games, virtual worlds and social media.

Trends and Applications of Serious Gaming and Social Media (Hardcover, 2014 ed.): Youngkyun Baek, Ryan Ko, Tim Marsh Trends and Applications of Serious Gaming and Social Media (Hardcover, 2014 ed.)
Youngkyun Baek, Ryan Ko, Tim Marsh
R3,820 R3,290 Discovery Miles 32 900 Save R530 (14%) Ships in 10 - 15 working days

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

The Meaning of Video Games - Gaming and Textual Strategies (Hardcover): Steven E. Jones The Meaning of Video Games - Gaming and Textual Strategies (Hardcover)
Steven E. Jones
R4,456 Discovery Miles 44 560 Ships in 18 - 22 working days

The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today's culture. It begins by assuming that video games are meaningful-not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of scholarly attention. In this way, this book makes a contribution to the study of video games, but it also aims to enrich textual studies. Early video game studies scholars were quick to point out that a game should never be reduced to merely its "story" or narrative content and they rightly insist on the importance of studying games as games. But here Steven E. Jones demonstrates that textual studies-which grows historically out of ancient questions of textual recension, multiple versions, production, reproduction, and reception-can fruitfully be applied to the study of video games. Citing specific examples such as Myst and Lost, Katamari Damacy, Halo, Facade, Nintendo's Wii, and Will Wright's Spore, the book explores the ways in which textual studies concepts-authorial intention, textual variability and performance, the paratext, publishing history and the social text-can shed light on video games as more than formal systems. It treats video games as cultural forms of expression that are received as they are played, out in the world, where their meanings get made.

Honoring the Code - Conversations with Great Game Designers (Paperback, New): Matt Barton Honoring the Code - Conversations with Great Game Designers (Paperback, New)
Matt Barton
R1,383 Discovery Miles 13 830 Ships in 10 - 15 working days

If you want to be successful in any area of game development game design, programming, graphics, sound, or publishing you should know how standouts in the industry approach their work and address problems. In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You ll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution.

The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications.

While there are plenty of resources available for aspiring game developers to learn the necessary technical skills, there is hardly any historical material on the culture that made the games industry possible. Filling the void, this book provides a historical and cultural context for the games industry. It takes you into the minds of the pioneers who blazed the trails and established the industry as we know it today."

World of Warcraft: Exploring Azeroth - The Eastern Kingdoms - Exploring Azeroth - The Eastern Kingdoms (Hardcover): World of Warcraft: Exploring Azeroth - The Eastern Kingdoms - Exploring Azeroth - The Eastern Kingdoms (Hardcover)
R651 R530 Discovery Miles 5 300 Save R121 (19%) Ships in 10 - 15 working days

For over 25 years, World of Warcraft has offered a land rich in mystery and wonder. Now players can get an in-depth look at the artifacts, gear, weaponry, and trinkets they have collected...and some they might not have just yet . With exquisite art and a brand new story, this book covers the continent of the Eastern Kingdom, from Stormwind to Stranglethorn, plaguelands to palaces, and all the lands in between.

Ultimate Guide to Video Game Writing and Design, T he (Paperback): F Dille Ultimate Guide to Video Game Writing and Design, T he (Paperback)
F Dille 2
R513 R381 Discovery Miles 3 810 Save R132 (26%) Ships in 10 - 15 working days

- Authors are top game designers
- Aspiring game writers and designers must have this complete bible


There are other books about creating video games out there.
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there's complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.

Video Games and Well-being - Press Start (Hardcover, 1st ed. 2020): Rachel Kowert Video Games and Well-being - Press Start (Hardcover, 1st ed. 2020)
Rachel Kowert
R1,747 Discovery Miles 17 470 Ships in 18 - 22 working days

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Unity Game Audio Implementation - A Practical Guide for Beginners (Hardcover): Andrew Coggan Unity Game Audio Implementation - A Practical Guide for Beginners (Hardcover)
Andrew Coggan
R4,231 Discovery Miles 42 310 Ships in 10 - 15 working days

- Highly accessible and code-free introduction to game audio, suitable for a wide range of undergraduate courses, such as music production, sound design and composition - Accompanied by eresources, including downloadable projects for each chapter - A great addition to our growing catalogue of game audio titles

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