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

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
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.

League of Legends Beginners Guide - Champions, Abilities, Runes, Summoner Spells, Items, Summoner's Rift and Strategies,... League of Legends Beginners Guide - Champions, Abilities, Runes, Summoner Spells, Items, Summoner's Rift and Strategies, Jungling, Warding, Trinket Guide, Freezing in Lane, Trading in Lane, Skins (Paperback)
Ray McNulty
R515 Discovery Miles 5 150 Ships in 18 - 22 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
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.

Minor Platforms in Videogame History (Hardcover, 0): Benjamin Nicoll Minor Platforms in Videogame History (Hardcover, 0)
Benjamin Nicoll
R3,316 Discovery Miles 33 160 Ships in 18 - 22 working days

Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.

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
R668 Discovery Miles 6 680 Ships in 18 - 22 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
R657 Discovery Miles 6 570 Ships in 18 - 22 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
R4,584 Discovery Miles 45 840 Ships in 18 - 22 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.

Destiny: Grimoire Anthology - Dark Mirror (Volume 1) (Hardcover): Bungie Destiny: Grimoire Anthology - Dark Mirror (Volume 1) (Hardcover)
Bungie 1
R601 R543 Discovery Miles 5 430 Save R58 (10%) Ships in 10 - 15 working days

Bungie presents the Destiny Grimoire Anthology, a must-have collectible lore compendium designed and assembled for Destiny's devoted and enlightened scholars and lore lovers, as well as fans of fantasy and science fiction storytelling. Until now, the myths, mysteries, and machinations of the Destiny universe were found hidden throughout the worlds-enticing threads that hinted at a greater tapestry. 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. This volume illuminates a facet of the world of Destiny, and challenges players' thoughts and assumptions on what it means to be a Guardian, offering new and differing perspectives on the cosmic war that rages between the Traveler and its ancient enemies.

Music Video Games - Performance, Politics, and Play (Paperback): Michael Austin Music Video Games - Performance, Politics, and Play (Paperback)
Michael Austin
R1,277 Discovery Miles 12 770 Ships in 10 - 15 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
R4,684 Discovery Miles 46 840 Ships in 18 - 22 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.

Videogame Marketing and PR - Vol. 1: Playing to Win (Hardcover): Scott Steinberg Videogame Marketing and PR - Vol. 1: Playing to Win (Hardcover)
Scott Steinberg
R567 Discovery Miles 5 670 Ships in 10 - 15 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

Music Video Games - Performance, Politics, and Play (Hardcover): Michael Austin Music Video Games - Performance, Politics, and Play (Hardcover)
Michael Austin
R4,959 Discovery Miles 49 590 Ships in 10 - 15 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.

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
R4,617 Discovery Miles 46 170 Ships in 18 - 22 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.

Commodore 64 Games Book 2 (Hardcover, Collector's Hardback ed.): Gregg Barnett Commodore 64 Games Book 2 (Hardcover, Collector's Hardback ed.)
Gregg Barnett
R622 Discovery Miles 6 220 Ships in 10 - 15 working days
World of Warcraft: Exploring Azeroth - Northrend (Hardcover): World of Warcraft: Exploring Azeroth - Northrend (Hardcover)
R537 Discovery Miles 5 370 Ships in 10 - 15 working days

Ever since the 'crown of Azeroth' assumed centre stage in World of Warcraft: Wrath of the Lich King, millions of players have been captivated by the dark, stormy depths of the continent that has become synonymous with the dreaded Scourge. Now, venture into the icy, mysterious tundra of Northrend under the expert guidance of Clan Bronzebeard in this third instalment in the wildly popular World of Warcraft: Exploring Azeroth series!

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
R1,107 Discovery Miles 11 070 Ships in 18 - 22 working days
Emerging Research and Trends in Gamification (Hardcover): Harsha Gangadharbatla, Donna Z Davis Emerging Research and Trends in Gamification (Hardcover)
Harsha Gangadharbatla, Donna Z Davis
R5,482 Discovery Miles 54 820 Ships in 18 - 22 working days

Game design has shifted from the development of games for entertainment to the creation of games with a more meaningful purpose. Game principles and theories can be applied to interactive programs in a variety of fields and professions. Researchers continue to examine the many ways games can be applied to real-world settings. Emerging Research and Trends in Gamification brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. Including discussions from both industry and academic perspectives, this publication explores the growing research in this interesting and dynamic field, serving as an essential reference source for academicians, professionals, researchers, and upper level students interested in the applications of game-thinking and gaming dynamics across various disciplines including marketing, journalism, education, and human resources. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as additional topics including, but not limited to, digital development, game design, human resource processes, market research, online journalism, social change, and video game learning.

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
R380 Discovery Miles 3 800 Ships in 10 - 15 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.

Programming Concepts In Java (Hardcover): Robert Burns Programming Concepts In Java (Hardcover)
Robert Burns
R698 Discovery Miles 6 980 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
R4,886 Discovery Miles 48 860 Ships in 18 - 22 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.

Making Smart Cities More Playable - Exploring Playable Cities (Hardcover, 1st ed. 2020): Anton Nijholt Making Smart Cities More Playable - Exploring Playable Cities (Hardcover, 1st ed. 2020)
Anton Nijholt
R4,292 Discovery Miles 42 920 Ships in 18 - 22 working days

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human-computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.

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