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

The Infernal City: An Elder Scrolls Novel (Paperback): Greg Keyes The Infernal City: An Elder Scrolls Novel (Paperback)
Greg Keyes
R463 R431 Discovery Miles 4 310 Save R32 (7%) Ships in 10 - 15 working days

Four decades after the Oblivion Crisis, Tamriel is threatened anew by an ancient and all-consuming evil. It is Umbriel, a floating city that casts a terrifying shadow-for wherever it falls, people die and rise again.
And it is in Umbriel's shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
Based on the award-winning "The Elder Scrolls," The Infernal City is the first of two exhilarating novels following events that continue the story from "The Elder Scrolls IV: Oblivion," named 2006 Game of the Year.

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
R771 Discovery Miles 7 710 Ships in 10 - 15 working days
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
R842 Discovery Miles 8 420 Ships in 12 - 19 working days
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
R987 Discovery Miles 9 870 Ships in 12 - 19 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
R4,233 Discovery Miles 42 330 Ships in 12 - 19 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.

Visual Computing for Cultural Heritage (Hardcover, 1st ed. 2020): Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis,... Visual Computing for Cultural Heritage (Hardcover, 1st ed. 2020)
Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis
R4,949 Discovery Miles 49 490 Ships in 12 - 19 working days

This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.

Violent Games - Rules, Realism and Effect (Hardcover): Gareth Schott Violent Games - Rules, Realism and Effect (Hardcover)
Gareth Schott
R4,921 Discovery Miles 49 210 Ships in 12 - 19 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.

The Overwatch Short Story Collection (Hardcover): Alyssa Wong, Michael Chu, Brandon Easton, Christie Golden The Overwatch Short Story Collection (Hardcover)
Alyssa Wong, Michael Chu, Brandon Easton, Christie Golden
R404 Discovery Miles 4 040 Ships in 12 - 19 working days

Enter the world of Overwatch, the smash-hit from Blizzard Entertainment, in this five-story anthology chronicling some of the video game's most fascinating and celebrated characters, now available for the first time in print! Since its initial launch in 2016, Overwatch has captivated the imaginations of over 50 million players worldwide. Now fans can join some of the game's most iconic heroes-and villains-on a series of missions ranging from the lush Caribbean to southern India, and everywhere in between. Authored by some of the most compelling voices in science fiction today, including Michael Chu, Brandon Easton, Christie Golden, and Alyssa Wong, this short story anthology is rife with themes of love and loss, ambition and despair, alliances and conflict, all pointing toward a common hope, that the future is worth fighting for.

Rockstar Games and American History - Promotional Materials and the Construction of Authenticity (Hardcover): Esther Wright Rockstar Games and American History - Promotional Materials and the Construction of Authenticity (Hardcover)
Esther Wright
R2,858 Discovery Miles 28 580 Ships in 10 - 15 working days

For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past - and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Watch our talk with the author Esther Wright here: https://youtu.be/AaC_9XsX-CQ

Commodore 64 Games Book 2 (Hardcover, Collector's Hardback ed.): Gregg Barnett Commodore 64 Games Book 2 (Hardcover, Collector's Hardback ed.)
Gregg Barnett
R656 Discovery Miles 6 560 Ships in 12 - 19 working days
Spectrum Machine Language for the Absolute Beginner (Hardcover, Collector's Hardback ed.): William Tang Spectrum Machine Language for the Absolute Beginner (Hardcover, Collector's Hardback ed.)
William Tang
R718 Discovery Miles 7 180 Ships in 10 - 15 working days
The Micro Kids - An 80s Adventure with ZX Spectrum, Commodore 64 and more (Hardcover): Gary Plowman The Micro Kids - An 80s Adventure with ZX Spectrum, Commodore 64 and more (Hardcover)
Gary Plowman
R695 Discovery Miles 6 950 Ships in 12 - 19 working days
Computer Games as Educational and Management Tools - Uses and Approaches (Hardcover, New): Maria Manuela Cruz Cunha, Vitor Hugo... Computer Games as Educational and Management Tools - Uses and Approaches (Hardcover, New)
Maria Manuela Cruz Cunha, Vitor Hugo Costa Carvalho, Paula Cristina Almeida Tavares
R4,970 Discovery Miles 49 700 Ships in 10 - 15 working days

Though once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research.

Music Video Games - Performance, Politics, and Play (Hardcover): Michael Austin Music Video Games - Performance, Politics, and Play (Hardcover)
Michael Austin
R4,927 Discovery Miles 49 270 Ships in 12 - 19 working days

Music Video Games takes a look (and listen) at the popular genre of music games - video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and "selling out," and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

Business, Technological, and Social Dimensions of Computer Games - Multidisciplinary Developments (Hardcover, New): Maria... Business, Technological, and Social Dimensions of Computer Games - Multidisciplinary Developments (Hardcover, New)
Maria Manuela Cruz Cunha, Vitor Hugo Costa Carvalho, Paula Cristina Almeida Tavares
R5,078 Discovery Miles 50 780 Ships in 10 - 15 working days

Computer and online games have emerged as a critical area of study due to their implications for business and society, as well as their increased presence in individuals lives. Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments is a collection of the most recent developments in all areas of game development, encompassing planning, design, marketing, business management, and consumer behavior. This publication explores a number of aspects of gaming, which include supporting technologies, human interaction, psychological and behavioral effects, business opportunities, and intellectual property considerations, offering readers a complete perspective on the evolution of games and gaming technologies.

Java Programming - Learn How to Code With an Object-Oriented Program to Improve Your Software Engineering Skills. Get Familiar... Java Programming - Learn How to Code With an Object-Oriented Program to Improve Your Software Engineering Skills. Get Familiar with Virtual Machine, JavaScript, and Machine Code (Hardcover)
Alan Grid
R746 Discovery Miles 7 460 Ships in 12 - 19 working days
Discoveries in Gaming and Computer-Mediated Simulations - New Interdisciplinary Applications (Hardcover, New): Richard E. Ferdig Discoveries in Gaming and Computer-Mediated Simulations - New Interdisciplinary Applications (Hardcover, New)
Richard E. Ferdig
R5,006 Discovery Miles 50 060 Ships in 10 - 15 working days

Recent advancements have put Gaming and Computer-Mediated Simulations at the forefront of technology and learning. A closer look at these topic areas opens the door for development and innovation and the implications that go with it. Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. This book helps build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers. Drawing on history allows this publication to help move this field forward.

Videogame Marketing and PR - Vol. 1: Playing to Win (Hardcover): Scott Steinberg Videogame Marketing and PR - Vol. 1: Playing to Win (Hardcover)
Scott Steinberg
R598 Discovery Miles 5 980 Ships in 12 - 19 working days

The definitive guide to mastering the essentials behind making, marketing and promoting product to the world's fastest-growing, most exciting entertainment business-the $13.5 billion computer and videogame industry-is finally here. Everything you need to play with the pros is right at your fingertips. LEARN TO: TOP THE CHARTS MAKE HEADLINES IMPROVE REVIEW SCORES INSPIRE MILLIONS OF FANS ENHANCE JOB PERFORMANCE INCLUDES: IN-DEPTH HOW-TO'S EXPERT ADVICE HANDS-ON FEEDBACK PROVEN TIPS CEO-LEVEL INSIGHT

Coding for Kids in C++ - Learn to Code with Amazing Activities, Games and Puzzles in C++ (Hardcover): Bob Mather Coding for Kids in C++ - Learn to Code with Amazing Activities, Games and Puzzles in C++ (Hardcover)
Bob Mather
R900 Discovery Miles 9 000 Ships in 10 - 15 working days
Python Programming Crash Course - A Crash Course Guide to Learn Programming Python, all you Need to Learn for Introducing you... Python Programming Crash Course - A Crash Course Guide to Learn Programming Python, all you Need to Learn for Introducing you in the Programming World. (Hardcover)
Robert Campbell
R1,165 R989 Discovery Miles 9 890 Save R176 (15%) Ships in 10 - 15 working days
Minecraft: Mobs Glow-In-The-Dark Lock & Key Diary (Hardcover): Insights Minecraft: Mobs Glow-In-The-Dark Lock & Key Diary (Hardcover)
Insights
R356 R308 Discovery Miles 3 080 Save R48 (13%) Ships in 10 - 15 working days
Emerging Technologies and Applications for Cloud-Based Gaming (Hardcover): P. Venkata Krishna Emerging Technologies and Applications for Cloud-Based Gaming (Hardcover)
P. Venkata Krishna
R5,298 Discovery Miles 52 980 Ships in 10 - 15 working days

Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Adventures of the Little Blue Dragon - Saving the Blue Planet: An Interactive AR Children's Story (Hardcover): Yelena... Adventures of the Little Blue Dragon - Saving the Blue Planet: An Interactive AR Children's Story (Hardcover)
Yelena Yelizarova, Mariia Yelizarova; Translated by Mariia Yelizarova
R1,182 Discovery Miles 11 820 Ships in 12 - 19 working days
Cross-Disciplinary Uses of Gamification in Organizations (Hardcover): Oscar Bernardes, Vanessa Amorim, Antonio Carrizo Moreira Cross-Disciplinary Uses of Gamification in Organizations (Hardcover)
Oscar Bernardes, Vanessa Amorim, Antonio Carrizo Moreira
R8,638 Discovery Miles 86 380 Ships in 10 - 15 working days

This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of Gamification for the economic and social development of countries while providing further research opportunities in this dynamic and growing field. Thus, the book aims to provide the opportunity for a reflection on this important issue, increasing the understanding of the importance of Gamification in the context of organizations' improvements, providing relevant academic work, empirical research findings and, an overview of this relevant field of study. This text will provide the resources necessary for policymakers, technology developers, and managers to adopt and implement solutions for a more digital era.

The Cinematic Art of Overwatch, Volume Two (Hardcover): Jake Gerli The Cinematic Art of Overwatch, Volume Two (Hardcover)
Jake Gerli
R825 Discovery Miles 8 250 Ships in 12 - 19 working days

The first wave of Overwatch cinematics captured the imagination of millions of fans around the world. After the game released in 2016, Blizzard Entertainment embarked on a new mission to take cinematic storytelling to the next level. From the intense, action-packed rush of "Shooting Star" to the somber, noble ethos of "Honor and Glory," the creative team wanted to highlight a different side of the game's beloved heroes. In pursuit of their objectives, the crew added new artists in the mix, devised novel methods for making movies, and ventured into formats they hadn't tried before, such as in-game cinematics and stop-motion animation. Covering all the official Overwatch cinematics made from 2017-2020, including the Overwatch 2 announcement trailer, The Cinematic Art of Overwatch: Volume II showcases hundreds of pieces of never-before-seen artwork and documents the epic creative journey that Blizzard took to bring these films to life.

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