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

The Cinematic Art of Overwatch, Volume Two (Hardcover): Jake Gerli The Cinematic Art of Overwatch, Volume Two (Hardcover)
Jake Gerli
R840 Discovery Miles 8 400 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.

Programming Concepts In Java (Hardcover): Robert Burns Programming Concepts In Java (Hardcover)
Robert Burns
R750 Discovery Miles 7 500 Ships in 12 - 19 working days
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
R4,690 Discovery Miles 46 900 Ships in 12 - 19 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.

Learn Professional Programming Skill in C++ Programming Language (Hardcover): Adalat Khan Learn Professional Programming Skill in C++ Programming Language (Hardcover)
Adalat Khan
R817 Discovery Miles 8 170 Ships in 12 - 19 working days
Python for Data Analysis - Everything you Need to Know About Data Analysis to Easily Get the Python Intermediate Level.... Python for Data Analysis - Everything you Need to Know About Data Analysis to Easily Get the Python Intermediate Level. (Hardcover)
Robert Campbell
R742 Discovery Miles 7 420 Ships in 12 - 19 working days
ZX Spectrum Games Code Club - Twenty fun games to code and learn (Hardcover): Gary Plowman ZX Spectrum Games Code Club - Twenty fun games to code and learn (Hardcover)
Gary Plowman
R623 R574 Discovery Miles 5 740 Save R49 (8%) Ships in 10 - 15 working days
Animal Crossing New Horizons Residents' Handbook - Updated Edition (Paperback): Claire Lister Animal Crossing New Horizons Residents' Handbook - Updated Edition (Paperback)
Claire Lister
R199 Discovery Miles 1 990 Ships in 12 - 19 working days

UPDATED EDITION FEATURING VERSION 2.0 CONTENT! Dreaming of an island getaway? Now you can create the perfect island paradise in Animal Crossing: New Horizons with the Animal Crossing New Horizons Residents' Handbook. Newly updated with version 2.0 content, this essential unofficial guide contains everything you need to prepare for your new island life, including tips on how to: - build and design your dream home - gather resources and recipe cards to craft and customize tools, furniture and other decorative items - populate your island with friendly animal villagers - each with their own, often very funny, personalities - help Blathers fill your island's museum with fossils, critters and art - connect with up to 7 friends and share your personal paradise online What's more, Animal Crossing New Horizons Residents' Handbook contains plenty of inspirational landscaping and terraforming ideas, insider information and guides to characters, resources and special events. It's the perfect book to help you live your best deserted island life!

The Atari 2600 Encyclopedia Volume 6 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 6 (Hardcover)
Derek Slaton
R1,242 Discovery Miles 12 420 Ships in 10 - 15 working days
Emotion in Video Game Soundtracking (Hardcover, 1st ed. 2018): Duncan Williams, Newton Lee Emotion in Video Game Soundtracking (Hardcover, 1st ed. 2018)
Duncan Williams, Newton Lee
R3,616 Discovery Miles 36 160 Ships in 12 - 19 working days

This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.

Geogames and Geoplay - Game-based Approaches to the Analysis of Geo-Information (Hardcover, 1st ed. 2018): Ola Ahlqvist,... Geogames and Geoplay - Game-based Approaches to the Analysis of Geo-Information (Hardcover, 1st ed. 2018)
Ola Ahlqvist, Christoph Schlieder
R4,610 Discovery Miles 46 100 Ships in 10 - 15 working days

This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.

The Atari 2600 Encyclopedia Volume 5 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 5 (Hardcover)
Derek Slaton
R1,275 Discovery Miles 12 750 Ships in 12 - 19 working days
Real-Time Visual Effects for Game Programming (Hardcover, 2015 ed.): Chang-Hun Kim, Sun-Jeong Kim, SooKyun Kim, Shin-Jin Kang Real-Time Visual Effects for Game Programming (Hardcover, 2015 ed.)
Chang-Hun Kim, Sun-Jeong Kim, SooKyun Kim, Shin-Jin Kang
R4,490 R3,614 Discovery Miles 36 140 Save R876 (20%) Ships in 12 - 19 working days

This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.

The Atari 2600 Encyclopedia Volume 4 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 4 (Hardcover)
Derek Slaton
R1,293 Discovery Miles 12 930 Ships in 12 - 19 working days
Python Programming for Beginners - The Complete Guide for Total Beginner to Learn Python Programming in 1 week. (Hardcover):... Python Programming for Beginners - The Complete Guide for Total Beginner to Learn Python Programming in 1 week. (Hardcover)
Robert Campbell
R740 Discovery Miles 7 400 Ships in 12 - 19 working days
Gender Considerations and Influence in the Digital Media and Gaming Industry (Hardcover): Julie Prescott, Julie Elizabeth... Gender Considerations and Influence in the Digital Media and Gaming Industry (Hardcover)
Julie Prescott, Julie Elizabeth McGurren
R5,631 Discovery Miles 56 310 Ships in 12 - 19 working days

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

The Atari 2600 Encyclopedia Volume 3 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 3 (Hardcover)
Derek Slaton
R1,293 Discovery Miles 12 930 Ships in 12 - 19 working days
Minecraft: Guide to Survival (Updated) (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Guide to Survival (Updated) (Hardcover)
Mojang AB, The Official Minecraft Team
R365 R339 Discovery Miles 3 390 Save R26 (7%) Ships in 10 - 15 working days
Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (Hardcover, 1st ed. 2015): Stefano Gualeni Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (Hardcover, 1st ed. 2015)
Stefano Gualeni
R3,177 Discovery Miles 31 770 Ships in 12 - 19 working days

Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

The Atari 2600 Encyclopedia Volume 2 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 2 (Hardcover)
Derek Slaton
R1,294 Discovery Miles 12 940 Ships in 12 - 19 working days
Attract Mode - The Rise and Fall of Coin-Op Arcade Games (Hardcover): Jamie Lendino Attract Mode - The Rise and Fall of Coin-Op Arcade Games (Hardcover)
Jamie Lendino
R1,198 Discovery Miles 11 980 Ships in 10 - 15 working days
The First World War in Computer Games (Hardcover): C. Kempshall The First World War in Computer Games (Hardcover)
C. Kempshall
R1,874 Discovery Miles 18 740 Ships in 12 - 19 working days

The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

Biologically Inspired Artificial Intelligence for Computer Games (Hardcover): Darryl Charles, Daniel J Livingstone, Stephen... Biologically Inspired Artificial Intelligence for Computer Games (Hardcover)
Darryl Charles, Daniel J Livingstone, Stephen McGlinchey
R2,935 Discovery Miles 29 350 Ships in 12 - 19 working days

This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games.

The Atari 2600 Encyclopedia Volume 1 (Hardcover): Derek Slaton The Atari 2600 Encyclopedia Volume 1 (Hardcover)
Derek Slaton
R1,293 Discovery Miles 12 930 Ships in 12 - 19 working days
Ancient Greece and Rome in Videogames - Representation, Play, Transmedia (Hardcover): Ross Clare Ancient Greece and Rome in Videogames - Representation, Play, Transmedia (Hardcover)
Ross Clare
R3,446 Discovery Miles 34 460 Ships in 12 - 19 working days

This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the "epic mode" of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such "ancient games".

Designing Immersive Video Games Using 3DUI Technologies - Improving the Gamer's User Experience (Hardcover, 1st ed. 2018):... Designing Immersive Video Games Using 3DUI Technologies - Improving the Gamer's User Experience (Hardcover, 1st ed. 2018)
Arun K. Kulshreshth, Joseph J. Laviola Jr.
R3,591 Discovery Miles 35 910 Ships in 10 - 15 working days

A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.

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