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

The Art Of The Last Of Us (Hardcover): Dog Studios Naughty The Art Of The Last Of Us (Hardcover)
Dog Studios Naughty 1
R1,244 R1,013 Discovery Miles 10 130 Save R231 (19%) Ships in 18 - 22 working days

Naughty Dog Studios and Dark Horse proudly present the essential companion to "The Last of Us," a richly detailed and compelling game set in a postpandemic world where humans have become an endangered species. Featuring concept art, character designs, and astonishing settings and landscapes, "The Art of" The Last of Us provides a unique look at one of the gaming world's most eagerly anticipated titles.
* A must-have companion to the game.
* Incredible full-color artwork
* The latest project from Naughty Dog Studios.
* "The Last of Us" swept the top Game Critics awards at 2012's E3 conference.

Fight, Magic, Items - The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West (Paperback): Aidan... Fight, Magic, Items - The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West (Paperback)
Aidan Moher
R426 R398 Discovery Miles 3 980 Save R28 (7%) Ships in 9 - 17 working days

Take a journey through the history of Japanese role-playing games-from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day.The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history-and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.

Classic Home Video Games, 1972-1984 - A Complete Reference Guide (Paperback): Brett Weiss Classic Home Video Games, 1972-1984 - A Complete Reference Guide (Paperback)
Brett Weiss
R813 R594 Discovery Miles 5 940 Save R219 (27%) Ships in 10 - 15 working days

This thoroughly researched reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive, encyclopedia-style entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work. An appendix lists a number of ""homebrew"" titles that have been created by fans and amateur programmers and are available for download or purchase.

The Gamer's Brain - How Neuroscience and UX Can Impact Video Game Design (Paperback): Celia Hodent The Gamer's Brain - How Neuroscience and UX Can Impact Video Game Design (Paperback)
Celia Hodent
R1,469 Discovery Miles 14 690 Ships in 9 - 17 working days

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition. The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent. At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. "The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design" Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

All Your Base Are Belong to Us - How Fifty Years of Videogames Conquered Pop Culture (Paperback): Harold Goldberg All Your Base Are Belong to Us - How Fifty Years of Videogames Conquered Pop Culture (Paperback)
Harold Goldberg
R450 Discovery Miles 4 500 Ships in 18 - 22 working days

Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon.
Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?
Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.
Go inside the creation of:
Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more

The Publishing Challenge for Independent Video Game Developers - A Practical Guide (Hardcover): Odile Limpach The Publishing Challenge for Independent Video Game Developers - A Practical Guide (Hardcover)
Odile Limpach
R3,596 Discovery Miles 35 960 Ships in 18 - 22 working days

Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Koeln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360 Degrees and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Exterieur) for the French Ministry for International Business Development.

The Art of Titanfall (Hardcover): Andy McVittie The Art of Titanfall (Hardcover)
Andy McVittie 1
R909 R663 Discovery Miles 6 630 Save R246 (27%) Ships in 10 - 15 working days

The Art of Titanfall will take readers on a no-holds barred look at Respawn Entertainment's hugely anticipated multiplayer shooter - featuring exclusive concept and development art, showcasing the all-out warfare between the agile pilots and lethal Titans of the Interstellar Manufacturing Corporation and the M-COR militia, as well as the war-torn battlefields found throughout the game.

The Global Vampire - Essays on the Undead in Popular Culture Around the World (Paperback): Cait Coker The Global Vampire - Essays on the Undead in Popular Culture Around the World (Paperback)
Cait Coker; Series edited by Donald E. Palumbo, C.W. Sullivan III
R864 Discovery Miles 8 640 Ships in 10 - 15 working days

The media vampire has roots throughout the world, far beyond the shores of the usual Dracula-inspired Anglo-American archetypes. Depending on text and context, the vampire is a figure of anxiety and comfort, humor and fear, desire and revulsion. These dichotomies gesture the enduring prevalence of the vampire in mass culture; it can no longer articulate a single feeling or response, bound by time and geography, but is many things to many people. With a global perspective, this collection of essays offers something new and different: a much needed counter-narrative of the vampire's evolution in popular culture. Divided by geography, this text emphasizes the vampiric as a globetrotting citizen du monde rather than an isolated monster.

Persona 4 Volume 12 (Paperback): Atlus Persona 4 Volume 12 (Paperback)
Atlus; Artworks by Shuji Sogabe
R366 R331 Discovery Miles 3 310 Save R35 (10%) Ships in 9 - 17 working days

The true murderer has been revealed, and the Investigation Team must return to the Midnight Channel to finally bring the case to an end. Based the Persona 4 video game!

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
R928 Discovery Miles 9 280 Ships in 9 - 17 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.

The Minds Behind Adventure Games - Interviews with Cult and Classic Video Game Developers (Paperback): Patrick Hickey, Jr. The Minds Behind Adventure Games - Interviews with Cult and Classic Video Game Developers (Paperback)
Patrick Hickey, Jr.
R688 Discovery Miles 6 880 Ships in 10 - 15 working days

Featuring interviews with the creators of 31 popular video games-including Grand Theft Auto, Strider, Maximum Carnage and Pitfall-this book gives a behind-the-scenes look at the origins of some of the most enjoyable and iconic adventure games of all time. Interviewees recount the endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the adventure genre, and reveal the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.

Narrative Design and Authorship in Bloodborne - An Analysis of the Horror Videogame (Paperback): Madelon Hoedt Narrative Design and Authorship in Bloodborne - An Analysis of the Horror Videogame (Paperback)
Madelon Hoedt; Edited by Matthew Wilhelm Kapell
R679 Discovery Miles 6 790 Ships in 10 - 15 working days

In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.

Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition): Alex Okita Learning C# Programming with Unity 3D, second edition (Hardcover, 2nd edition)
Alex Okita
R3,722 Discovery Miles 37 220 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

No Avatars Allowed - Theological Reflections on Video Games (Paperback): Joshua Wise No Avatars Allowed - Theological Reflections on Video Games (Paperback)
Joshua Wise
R480 Discovery Miles 4 800 Ships in 10 - 15 working days

How can video games challenge us to think more deeply about our reality, faith, and community? Since the advent of video games in the 1960s, they have become the common experience of everyone from Gen-X to the Millennial and post-Millennial generations. While many of today's clergy, parishioners, and theologians grew up gaming, the church's stance regarding video games is one of, at best, bemusement. This book takes seriously the idea that video games can challenge us to think more deeply about our reality, divinity, faith, and each other. It draws readers into a small, but growing, conversation about models of incarnation and what it means to distinguish between the virtual and the real. This book will introduce readers to concepts and questions from the perspective of a Christian systematic theologian who has been playing games since he was four years old, and who has been writing, speaking, and podcasting about this topic since 2010. It is an invitation into a relatively new conversation about divinity, humanity, and technology.

An Introduction to GameGuru (Paperback): Michael Matthew Messina An Introduction to GameGuru (Paperback)
Michael Matthew Messina
R1,750 Discovery Miles 17 500 Ships in 10 - 15 working days

GameGuru is an entry-level engine designed to be easy to use as well as being extremely accessible for the user. This book gives users the information needed to access the full depth of features available in the program. Details on how to perform more complex tasks are not found easily anywhere else or in any of the GameGuru documentation. This book will cover all of the common topics including building levels, coding, AI and more. Key Features The only book the fully covers the GameGuru engine. Includes robust documentation to perform complex tasks that are not outlined anywhere else. Includes level building, coding, AI and more. Included are scripts and demo maps for readers to learn from. GameGuru is the ultimate start-to-finish guide

Advanced NXT - The Da Vinci Inventions Book (Paperback, 1st ed.): Matthias Paul Scholz Advanced NXT - The Da Vinci Inventions Book (Paperback, 1st ed.)
Matthias Paul Scholz
R840 R744 Discovery Miles 7 440 Save R96 (11%) Ships in 18 - 22 working days

This amply illustrated book is about building some of Leonardo da Vinci's most famous inventions with LEGO's breathtaking robot technology, the LEGO MINDSTORMS NXT. In this book, you will revive such fascinating devices as the flying machine, the aerial screw, the revolving bridge, the double leaf spring catapult, and the armored carfive centuries after their creation by the great Renaissance engineer. Using some of the most advanced programming environments for the NXT, you will make robots that work, move, and respond the way Leonardo intended his original inventions to do 500 years ago.

By engineering the LEGO models contained in this, book you will not only become acquainted with the MINDSTORMS NXT technology, but also with strategies to build advanced robots with NXT and to program them using different state-of-the-art NXT programming languages such as NXT-G, NXC, RobotC, pbLua, and leJOS NXJ.

For all five robots, historical background information is provided. Detailed high-quality step-by-step building instructions, as well as an elaborate guide for each single program enable both the inexperienced LEGO user as well as the NXT aficionado to become acquainted with the art of producing marvelous NXT creations and make use of many sophisticated features of the NXT.

This book will unleash the creative powers that slumber in everyone and combine them with the pure joy of playing. But beware: you might be surprised by the stupendous results this combination is apt to spawn.

Guitar Hero III: Legends of Rock (Paperback): Guitar Hero III: Legends of Rock (Paperback)
R763 R692 Discovery Miles 6 920 Save R71 (9%) Ships in 18 - 22 working days

Our official songbook for the third installment of this wildly popular video game features notes & guitar tab for 36 hits: Barracuda * Black Magic Woman * The Devil Went Down to Georgia * Even Flow * La Grange * Mississippi Queen * Paint It Black * Pride and Joy * Rock You like a Hurricane * School's Out * Talk Dirty to Me * Welcome to the Jungle * When You Were Young * and more.

Designing Games (Paperback): Tynan Sylvester Designing Games (Paperback)
Tynan Sylvester
R1,126 R924 Discovery Miles 9 240 Save R202 (18%) Ships in 10 - 15 working days

Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today's hit video games. You'll learn principles and practices for crafting games that generate emotionally charged experiences - a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other's heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game's market positioning will affect your design

Computers and Games - 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers (Paperback, 2007... Computers and Games - 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers (Paperback, 2007 ed.)
H. Jaap van den Herik, Paolo Ciancarini, H. (Jeroen) H. L. Donkers
R1,410 Discovery Miles 14 100 Ships in 18 - 22 working days

This book constitutes the thoroughly refereed post-proceedings of the 5th International Conference on Computers and Games, CG 2006, co-located with the 14th World Computer-Chess Championship and the 11th Computer Olympiad. The 24 revised papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.

The Sacred in Fantastic Fandom - Essays on the Intersection of Religion and Pop Culture (Paperback): Carole M. Cusack, John W.... The Sacred in Fantastic Fandom - Essays on the Intersection of Religion and Pop Culture (Paperback)
Carole M. Cusack, John W. Morehead, Venetia Laura Delano Robertson
R1,236 R861 Discovery Miles 8 610 Save R375 (30%) Ships in 10 - 15 working days

To the casual observer, similarities between fan communities and religious believers are difficult to find. Religion is traditional, institutional, and serious; whereas fandom is contemporary, individualistic, and fun. Can the robes of nuns and priests be compared to cosplay outfits of Jedi Knights and anime characters? Can travelling to fan conventions be understood as pilgrimages to the shrines of saints? In this book, essayists investigate fan activities connected to books, film, and online games, such as Harry Potter-themed weddings, using The Hobbit as a sacred text, and taking on heroic roles in World of Warcraft. Young Muslim women cosplayers are brought into conversation with Chaos magicians who use pop culture tropes and characters. A range of canonical `texts'- including Supernatural, Buffy the Vampire Slayer, and Sherlock-are examined in terms of the pleasure and enchantment of repeated viewing. Popular culture is revealed to be a fertile source of religious and spiritual creativity in the contemporary world.

Break Out: How the Apple II Launched the PC Gaming Revolution (Hardcover): David L Craddock Break Out: How the Apple II Launched the PC Gaming Revolution (Hardcover)
David L Craddock
R1,004 R811 Discovery Miles 8 110 Save R193 (19%) Ships in 10 - 15 working days

Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. But long before video games became a multi-billion-dollar industry, two hackers invented the Apple II, a PC that contained less memory than the average Microsoft Word document and bowled over consumers by displaying four colors at once. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia's trap-filled labyrinth, Break Out recounts the making of some of the Apple II's most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them.

Metal Gear Solid V: The Phantom Pain - The Complete Official Guide (Paperback, Annotated edition): Piggyback Metal Gear Solid V: The Phantom Pain - The Complete Official Guide (Paperback, Annotated edition)
Piggyback
R740 R690 Discovery Miles 6 900 Save R50 (7%) Ships in 18 - 22 working days
The Meaning and Culture of ""Grand Theft Auto - Critical Essays (Paperback): Nate Garrelts The Meaning and Culture of ""Grand Theft Auto - Critical Essays (Paperback)
Nate Garrelts
R621 R500 Discovery Miles 5 000 Save R121 (19%) Ships in 10 - 15 working days

The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas. Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games.

Beginning .NET Game Programming in C# (Paperback, Softcover reprint of the original 1st ed.): David Weller, Alexandre Santos... Beginning .NET Game Programming in C# (Paperback, Softcover reprint of the original 1st ed.)
David Weller, Alexandre Santos Lobao, Ellen Hatton
R1,036 R890 Discovery Miles 8 900 Save R146 (14%) Ships in 18 - 22 working days

* Adapted for C# by key Microsoft Insiders from a previous bestseller--Lead author is the .NET Game evangelist at Microsoft! * An easy-to-read, soup-to-nuts guide that helps you start programming games fast * Packed with code examples that are complete games, Beginning .NET Game Programming in C# includes an introduction to Managed DirectX 9 and is also an introduction to exciting advanced features of .NET, including the Speech API to generate voices, synchronizing mouth animations with generated sounds, the .NET Compact Framework, data access with ADO.NET, collision detection, and artificial intelligence. * Includes complete code listings and applications for all games included in the book: .Nettrix (a Tetris clone), .Netterpillars (a Snakes clone), River Pla.Net (River Raid clone), Magic KindergarteN., D-iNfEcT, and Nettrix II (for the Pocket PC) as well as a version of the classic game Spacewars and a "Twisty Cube" game that did not appear in the VB .NET version.

Gaming as Culture - Essays on Reality, Identity and Experience in Fantasy Games (Paperback): J. Patrick Williams, Sean Q.... Gaming as Culture - Essays on Reality, Identity and Experience in Fantasy Games (Paperback)
J. Patrick Williams, Sean Q. Hendricks, W. Keith Winkler
R793 R679 Discovery Miles 6 790 Save R114 (14%) Ships in 10 - 15 working days

Perhaps the fastest growing facet of American popular culture, the video game industry is Hollywood's premier rival in the entertainment business. But stacks of new releases for gaming enthusiasts mean more than just boom season for a burgeoning industry. Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioural aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. These concluding studies assess the pedagogical value of fantasy games in terms of both formal education and social morality.

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