0
Your cart

Your cart is empty

Browse All Departments
Price
  • R50 - R100 (1)
  • R100 - R250 (95)
  • R250 - R500 (290)
  • R500+ (1,431)
  • -
Status
Format
Author / Contributor
Publisher

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

World Of Warcraft: Chronicle - Volume 1 (Hardcover): Blizzard Entertainment World Of Warcraft: Chronicle - Volume 1 (Hardcover)
Blizzard Entertainment
R1,076 R928 Discovery Miles 9 280 Save R148 (14%) Ships in 10 - 15 working days

World Of Warcraft: Chronicle - Volume 1 is a journey through an age of myth and legend, a time long before the Horde and the Alliance came to be. This definitive tome of Warcraft history reveals untold stories about the birth of the cosmos, the rise of ancient empires, and the forces that shaped the world of Azeroth and its people.

This beautiful hardcover features twenty-five full-page paintings by World of Warcraft artist Peter Lee, as well as a cosmology chart, half a dozen maps charting changes through time, and other line art illustrations by Joseph Lacroix, and marks the first in a multipart series exploring the Warcraft universe; from the distant past to the modern era.

SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover): Brett Weiss SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover)
Brett Weiss
R1,389 R1,148 Discovery Miles 11 480 Save R241 (17%) Ships in 9 - 17 working days

Volume 2 of SNES Omnibus is a fun and informative look at ALL the original Super Nintendo games released in the US starting with the letters N-Z. More than 375 games are featured, including such iconic titles as Star Fox, Super Mario Kart, Super Mario World, Super Metroid, Tetris Attack, and Zombies Ate My Neighbors. Each game, whether obscure or mainstream, is covered in exhaustive detail. In addition to thorough gameplay descriptions, the book includes reviews, fun facts, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, convention exhibitors, video game store owners, YouTube celebs, and other industry insiders. The book also features more than 2,000 full-color images, including box art, cartridges, screenshots, and vintage ads. Plus, there's a gorgeous centerfold starring your favorite SNES characters.

Bit by Bit - How Video Games Transformed Our World (Hardcover): Andrew Ervin Bit by Bit - How Video Games Transformed Our World (Hardcover)
Andrew Ervin
R820 R751 Discovery Miles 7 510 Save R69 (8%) Ships in 18 - 22 working days

Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing-and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games can be art because they are beautiful, moving, and even political.

Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion. (Paperback): Joey Devries Learn OpenGL - Learn modern OpenGL graphics programming in a step-by-step fashion. (Paperback)
Joey Devries
R1,506 Discovery Miles 15 060 Ships in 18 - 22 working days
Video Game Level Design - How to Create Video Games with Emotion, Interaction, and Engagement (Paperback): Michael Salmond Video Game Level Design - How to Create Video Games with Emotion, Interaction, and Engagement (Paperback)
Michael Salmond
R1,157 Discovery Miles 11 570 Ships in 10 - 15 working days

Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.

Computer Games: Development and Technology (Hardcover): Harrison Howard Computer Games: Development and Technology (Hardcover)
Harrison Howard
R3,353 R3,031 Discovery Miles 30 310 Save R322 (10%) Ships in 18 - 22 working days
Computer Games: Interface, Design and Applications (Hardcover): Oscar Moore Computer Games: Interface, Design and Applications (Hardcover)
Oscar Moore
R3,072 R2,784 Discovery Miles 27 840 Save R288 (9%) Ships in 18 - 22 working days
Computer Games - Text, Narrative and Play (Hardcover): D. Carr Computer Games - Text, Narrative and Play (Hardcover)
D. Carr
R1,897 Discovery Miles 18 970 Ships in 10 - 15 working days

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys.
This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.

100% Unofficial Apex Legends Essential Guide (Hardcover): Dean & Son 100% Unofficial Apex Legends Essential Guide (Hardcover)
Dean & Son 1
R325 R257 Discovery Miles 2 570 Save R68 (21%) Ships in 2 - 4 working days

100% Unofficial

A gamer's guide to the phenomenal new battle royal game, Apex Legends. In this full-colour illustrated unofficial handbook, you'll find guides that will help you improve your survival skills, master each of the colourful Legend characters and become a master of the map and all its hidden secrets.

With tips on how to play, the different modes, tactical strategies, looting and maximising load outs and much more, this easy-to-follow, step-by-step guide launches readers into Apex Legends' battle for survival.

For parents, there's also a guide to playing safely online, as well as advice on setting parental controls.

Jacked - The Unauthorized Behind-the-Scenes Story of Grand Theft Auto (Paperback): David Kushner Jacked - The Unauthorized Behind-the-Scenes Story of Grand Theft Auto (Paperback)
David Kushner 2
R376 R342 Discovery Miles 3 420 Save R34 (9%) Ships in 9 - 17 working days

The behind-the-scenes story of the world's most notorious and controversial video games company - Rockstar Games. Jacked is the incredible story behind the phenomenon that changed video games for ever - Grand Theft Auto. Powerful politicians tried to stop it, parents and activists vigorously campaigned against it, but they couldn't stop GTA breaking records. GTA IV became the biggest entertainment product launch of all time, eclipsing all other books, films and music, and went on to become the most controversial video game in history. Now, after 10 years of research, David Kushner reveals how Sam Houser's company, Rockstar Games, made it all possible. He lifts the veil of secrecy around the team to show how a blend of creative genius, daring PR campaigns, big egos and an obsessive work ethic all came together to create a monster with a tendency to spiral out of control. Including the full story behind 'Hot Coffee' - the hidden sex minigame that nearly killed the game and the company - Jacked gets right to the heart of what it takes to make a classic computer game...

Diseno de juegos en America latina - Estructura ludica: Game Design paso a paso (Spanish, Paperback): Durgan a Nallar Diseno de juegos en America latina - Estructura ludica: Game Design paso a paso (Spanish, Paperback)
Durgan a Nallar
R777 Discovery Miles 7 770 Ships in 18 - 22 working days
The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback): Thorsten... The Video Game Debate 2 - Revisiting the Physical, Social, and Psychological Effects of Video Games (Paperback)
Thorsten Quandt, Rachel Kowert
R1,256 Discovery Miles 12 560 Ships in 10 - 15 working days

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Releasing HTML5 Games for Windows 8 (Paperback): Jesse Freeman Releasing HTML5 Games for Windows 8 (Paperback)
Jesse Freeman
R555 Discovery Miles 5 550 Ships in 18 - 22 working days

Windows 8 presents an incredible opportunity for distributing and monetizing HTML5 games, and this guide shows how you can profit from it. You'll learn everything you need to know about porting your original web-based JavaScript game to the new "touch-first" version of Windows, as well as several options for selling your game in Windows Store. Windows 8 is a big leap forward for developers because it treats HTML5 as a first-class citizen, alongside C# and C++. Interactive development expert Jesse Freeman explains how Windows 8 works, gets you started with Visual Studio Express (it's free!), and uses a case study to show you how to port an HTML5 game with ease. Learn which games and JavaScript libraries work best on Windows 8 Adjust artwork for different screen resolutions and Windows 8 features Accommodate mouse, keyboard, touch, and other game controls Optimize your game to run well on any Windows 8 device Understand the steps for publishing your game to Windows Store Explore fixed price, trial mode, ad support, and in-app purchase options Use a web-first workflow to ensure your game runs on many other platforms

The Persistence of Code in Game Engine Culture (Paperback): Eric Freedman The Persistence of Code in Game Engine Culture (Paperback)
Eric Freedman
R1,266 Discovery Miles 12 660 Ships in 10 - 15 working days

With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.

Transactions on Edutainment XIV (Paperback, 1st ed. 2018): Zhigeng Pan, Adrian David Cheok, Wolfgang Muller Transactions on Edutainment XIV (Paperback, 1st ed. 2018)
Zhigeng Pan, Adrian David Cheok, Wolfgang Muller
R2,037 Discovery Miles 20 370 Ships in 18 - 22 working days

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 19 papers presented in the 14th issue were organized in topical sections named: 3D modeling and visualization; image; e-learning and games; and miscellaneous.

Persona 5: Mementos Mission Volume 2 (Paperback): Rokuro Saito Persona 5: Mementos Mission Volume 2 (Paperback)
Rokuro Saito; Edited by Atlus; Artworks by Rokuro Saito
R342 Discovery Miles 3 420 Ships in 10 - 15 working days

A mysterious group of phantom thieves skulks in the shadows of Tokyo, changing the hearts of corrupt adults. But behind their masks are--normal teenagers and a talking black cat?! PERSONA 5: MEMENTOS MISSION is an all-new mystery featuring the cast of PERSONA 5. IN THIS VOLUME: Phantom thieves Makoto and Haru infiltrate a maid cafe, while strange "space aliens" appear in Akihabara! With so much going on, the time Ren has for sleep keeps getting shorter and shorter... Will the phantom thieves be able to find their targets in Mementos, and change their hearts?!

Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition): Piggyback Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition)
Piggyback
R755 R709 Discovery Miles 7 090 Save R46 (6%) Ships in 18 - 22 working days
How to Beat Minecraft (Independent & Unofficial) (Paperback): Kevin Pettman How to Beat Minecraft (Independent & Unofficial) (Paperback)
Kevin Pettman
R409 R374 Discovery Miles 3 740 Save R35 (9%) Ships in 9 - 17 working days

It's time for a brand new Minecraft guide! How to Beat Minecraft is the independent and unofficial guide with everything a player could possibly need to finish the game in survival mode. Starting from the very first moment you begin the game in a completely new world, the book will show you the best methods for mining, crafting and creating a shelter, then lead you through farming, making enchanted objects, interacting with villagers, and exploring. Finally, you'll learn how to enter the dangerous world of the Nether and survive there, and how to beat the Ender Dragon and complete the game. It's packed full of info on the very latest completely new elements in Minecraft, including pillagers, pandas, shipwrecks and more. This epic book has everything that a player needs to beat Survival Mode and become a Minecraft champion!

Learning XNA 4.0 (Paperback, Annotated edition): Aaron Reed Learning XNA 4.0 (Paperback, Annotated edition)
Aaron Reed
R976 R855 Discovery Miles 8 550 Save R121 (12%) Ships in 18 - 22 working days

Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, "Learning XNA 4.0" shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format.

Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish. Learn game development from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Build three complete, exciting games using 2D, 3D, and multiplayer techniques Develop for and deploy your games to the Xbox 360 and Windows Phone 7

Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Paperback, 2nd edition)
Alex Okita
R1,862 Discovery Miles 18 620 Ships in 10 - 15 working days

Learning C# Programming with Unity 3D, Second Edition is for the novice game programmer without any prior programming experience. Readers will learn how C# is used to make a game in Unity 3D. Many example projects provide working code to learn from and experiment with. As C# evolves, Unity 3D evolves along with it. Many new features and aspects of C# are included and explained. Common programming tasks are taught by way of making working game mechanics. The reader will understand how to read and apply C# in Unity 3D and apply that knowledge to other development environments that use C#. New to this edition: includes latest C# language features and useful tools included with the .NET library like LINQ, Local Functions Tuples, and more! Key Features Provides a starting point for the first-time programmer C# Code examples are simple short and clear Learn the very basics on up to interesting tricks which C# offers

3D Game Programming for Kids 2e (Paperback, 2nd ed.): Chris Strom 3D Game Programming for Kids 2e (Paperback, 2nd ed.)
Chris Strom
R1,089 R951 Discovery Miles 9 510 Save R138 (13%) Ships in 10 - 15 working days

You know what's even better than playing games? Programming your own! Make your own online games, even if you're an absolute beginner. Let your imagination come to 3D life as you learn real-world programming skills with the JavaScript programming language - the language used everywhere on the web. This new edition is completely revised, and takes advantage of new programming features to make game programming even easier to learn. Plus, new effects make your games even cooler. When you're done, you're going to be amazed at what you can create. Jump right in! Start programming cool stuff on page 1. Keep building new and different things until the very last page. This book wants you to play. Not just play games, but play with code. Play with programming. Because the best way to learn something is to have fun with it! This second edition is updated from start to finish to make it even easier to get started programming in JavaScript. Every example has been updated to make it easier, with new example games to explore and new 3D effects that make your games even more fun! Want a red donut? You can make hundreds of them, spinning around like mad. Want to create a star field? Make a hundred or a thousand stars. Make them red, green, or blue. Explosions? Fireworks? Planets? It's up to you. And, using a code editor created especially for this book, you'll program right in your web browser. You'll see the results of your work and imagination right away - right next to the code that you just typed! Along the way, you'll pick up a ton of programming knowledge, and dive in even deeper with some more advanced chapters. Whatever you want to do, this book has your back. Best of all, you get to create awesome games and say, "I made this!" What You Need: You need the latest version of the Google Chrome Web browser, available for free from https: //chrome.google.com. You also need an Internet connection to access the ICE Code Editor the first time. ICE Code Editor will be loaded onto your computer, so you won't need Internet access for later projects.

Serious Games - 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings (Paperback,... Serious Games - 4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018, Proceedings (Paperback, 1st ed. 2018)
Stefan Goebel, Augusto Garcia-Agundez, Thomas Tregel, Minhua Ma, Jannicke Baalsrud Hauge, …
R1,411 Discovery Miles 14 110 Ships in 18 - 22 working days

This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.

Tomb Raiders and Space Invaders (Hardcover, New): Geoff King, Tanya Krzywinska Tomb Raiders and Space Invaders (Hardcover, New)
Geoff King, Tanya Krzywinska
R4,957 Discovery Miles 49 570 Ships in 10 - 15 working days

The first in the field to focus on the key aspects of videogames themselves as a distinctive medium, this is a rich and original read for gamers as well as students and researchers of popular culture internationally, which reviews the passionate gamer/game relationship viz all types of games from "Doom" to "EverQuest". Videogames now rival Hollywood cinema in popularity and profits and there are huge followings for titles such as "Tomb Raider" or "The Sims". Exactly what games offer, however, as a distinct form of entertainment, has received scant attention. This book is a valuable contribution to this new field. Its main focus is on key formal aspects of games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Issues examined in detail include the characteristics of gameplay and its relationship with narrative, genre, virtual landscapes, realism, spectacle and sensation. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.

Understanding Video Game Music (Hardcover): Tim Summers Understanding Video Game Music (Hardcover)
Tim Summers; Foreword by James Hannigan
R2,669 Discovery Miles 26 690 Ships in 10 - 15 working days

Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.

Learn Unity for Windows 10 Game Development (Paperback, 1st ed.): Sue Blackman, Adam Tuliper Learn Unity for Windows 10 Game Development (Paperback, 1st ed.)
Sue Blackman, Adam Tuliper
R1,415 Discovery Miles 14 150 Ships in 18 - 22 working days

Create a game for the Windows Phone market with a heavy emphasis placed on optimization and good design decisions. While doing so, you will be introduced to key Unity concepts and functionality, weigh the pros and cons of various possibilities, and gain a good working knowledge of scripting in the Unity environment using both JavaScript and C#. Learn Unity for Windows 10 Game Development starts by exploring the Unity editor and experimenting with staple game functionality. If you are new to scripting or just new to C#, you will be able to investigate syntax, commonly used functions, and communication required to bring your ideas to life. With the book's included art assets, you will learn the ins and outs of asset choices and management while making use of Unity's 2D physics, Shuriken particle systems and Mecanim's character and state management tools. Finally, you will bring it all together to create a multi-level game as you learn how to incorporate mobile specific functionality, test on a Windows Phone device, and others for Windows 10 and ultimately, publish your game to the Windows App Store. What You Will Learn Learn C# basics for Unity Work with the Unity Editor Manage assets Use the Mecanim animation system and 2D features and physics Who This Book Is For Game developers, hobbyists and game dev students who are new to Unity or Windows Mobile game development or both. JavaScript and C# experience are helpful, but C# experience is not required.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
FORTNITE Official: How to Draw
Epic Games Paperback  (1)
R293 Discovery Miles 2 930
Sound Play - Video Games and the Musical…
William Cheng Hardcover R3,842 Discovery Miles 38 420
Destiny Comic Collection: Volume One
Bungie Hardcover R537 R409 Discovery Miles 4 090
Every Game is an Island - Endings and…
Riccardo Fassone Hardcover R4,306 Discovery Miles 43 060
Desert Encounter - An Adventurous…
Knud Holmboe Paperback R271 Discovery Miles 2 710
NES/Famicom: a visual compendium
Bitmap Books Hardcover R1,253 Discovery Miles 12 530
Die in Obscurity - Fan Insights and…
Sean Matuk Hardcover R611 Discovery Miles 6 110
Super Nintendo Anthology - Gold Edition
Geeks-Line Hardcover R1,410 Discovery Miles 14 100
Basic Python Commands - Learn the Basic…
Manuel Mcfeely Hardcover R780 R679 Discovery Miles 6 790
The Art of Hearthstone: Year of the…
Robert Brooks Hardcover R651 Discovery Miles 6 510

 

Partners