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

Developing Turn-Based Multiplayer Games - with GameMaker Studio 2 and NodeJS (Paperback, 1st ed.): Yadu Rajiv Developing Turn-Based Multiplayer Games - with GameMaker Studio 2 and NodeJS (Paperback, 1st ed.)
Yadu Rajiv
R992 R802 Discovery Miles 8 020 Save R190 (19%) Ships in 10 - 15 working days

Create your first turn-based multiplayer game using GameMaker Studio 2's built-in networking functions as well as using a simple NodeJS server. This book introduces you to the complexities of network programming and communication, where the focus will be on building the game from the ground up. You will start with a brief introduction to GameMaker Studio 2 and GML coding before diving into the essential principles of game design. Following this, you will go through an introductory section on NodeJS where you will learn how to create a server and send and receive data from it as well as integrating it with GameMaker Studio. You will then apply multiplayer gaming logic to your server and unlock multiplayer game features such as locating a player, syncing their data, and recording their session. What You Will Learn Discover the architecture of GameMaker Studio 2 Add new features to your game with NodeJS modules Integrate GameMaker Studio 2 with NodeJS Master GameMaker Studio 2's built-in networking functions Who This Book Is For GameMaker Studio users who want to understand how the networking components of GMS 2 work. Basic JavaScript knowledge is required.

Beginning iOS AR Game Development - Developing Augmented Reality Apps with Unity and C# (Paperback, 1st ed.): Allan Fowler Beginning iOS AR Game Development - Developing Augmented Reality Apps with Unity and C# (Paperback, 1st ed.)
Allan Fowler
R1,157 R920 Discovery Miles 9 200 Save R237 (20%) Ships in 10 - 15 working days

Create a fully featured application that's both sophisticated and engaging. This book provides a detailed guide in developing augmented reality games that can take advantage of the advanced capabilities of new iOS devices and code while also offering compatibility with still supported legacy devices. No programming experience is necessary as this book begins on the ground floor with basic programming concepts in Unity and builds to incorporating input from the real world to create interactive realities. You'll learn to program with the Unity 2017 development platform using C#. Recent announcements of increased AR capabilities on the latest iPhones and iPads show a clear dedication on Apple's part to this emerging market of immersive games and apps. Unity 2017 is the latest version of this industry leading development platform and C# is a ubiquitous programming language perfect for any programmer to begin with. Using the latest development technologies, Beginning iOS AR Game Development will show you how to program games that interact directly with the real world environment around the user for creative fantastic augmented reality experiences. What You'll Learn Download assets from the Unity store Create a scene in Unity 2017 Use physics and controls on mobile devices Who This Book Is For Beginner programmers and/or people new to developing games using Unity. It also serves as a great introduction to developing AR games and educators teaching the subject at high school or higher levels.

Assassin's Creed Colouring Book - The official colouring book. (Paperback): Warner Brothers Assassin's Creed Colouring Book - The official colouring book. (Paperback)
Warner Brothers 1
R299 R234 Discovery Miles 2 340 Save R65 (22%) Ships in 5 - 10 working days

Packed with intricate line drawings from the Assassin's Creed games and comics, this stunning colouring book gives fans the opportunity to colour their way through over eighty pages of Assassins. With complex designs inspired by the Jackdaw, the Notre Dame Cathedral from Assassin's Creed: Unity, and the castle of Masyaf from Assassin's Creed: Revelations, this colouring book offers hundreds of locations to fill with colour. Creative and imaginative, this incredible book is the perfect gift for fans of all ages.

Learn C++ for Game Development (Paperback, 1st ed.): Bruce Sutherland Learn C++ for Game Development (Paperback, 1st ed.)
Bruce Sutherland
R2,016 R1,548 Discovery Miles 15 480 Save R468 (23%) Ships in 10 - 15 working days

If you're new to C++ but understand some basic programming, then Learn C++ for Game Development lays the foundation for the C++ language and API that you'll need to build game apps and applications. Learn C++ for Game Development will show you how to: Master C++ features such as variables, pointers, flow controls, functions, I/O, classes, exceptions, templates, and the Standard Template Library (STL) Use design patterns to simplify your coding and make more powerful games Manage memory efficiently to get the most out of your creativity Load and save games using file I/O, so that your users are never disappointed Most of today's popular console and PC game platforms use C++ in their SDKs. Even the Android NDK and now the iOS SDK allow for C++; so C++ is growing in use for today's mobile game apps. Game apps using C++ become much more robust, better looking, more dynamic, and better performing. After reading this book, you'll have the skills to become a successful and profitable game app or applications developer in today's increasingly competitive indie game marketplace. The next stage is to take the foundation from this book and explore SDKs such as Android/Ouya, PlayStation, Wii, Nintendo DS, DirectX, Unity3D, and GameMaker Studio to make your career really take off.

Pervasive Games - Theory and Design (Paperback): Markus Montola, Jaakko Stenros, Annika Waern Pervasive Games - Theory and Design (Paperback)
Markus Montola, Jaakko Stenros, Annika Waern
R1,701 Discovery Miles 17 010 Ships in 12 - 17 working days

Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing.

Minecraft Survival Mode - An Unofficial Kids' Guide (Paperback): Percy Leed Minecraft Survival Mode - An Unofficial Kids' Guide (Paperback)
Percy Leed
R195 Discovery Miles 1 950 Ships in 12 - 17 working days
Achievement Relocked - Loss Aversion and Game Design (Hardcover): Geoffrey Engelstein Achievement Relocked - Loss Aversion and Game Design (Hardcover)
Geoffrey Engelstein
R877 R809 Discovery Miles 8 090 Save R68 (8%) Ships in 9 - 15 working days

How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design. Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect-why, when an object is ours, it gains value over an equivalent object that is not ours-as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery.

Beginning 3D Game Development with Unity 4 - All-in-one, multi-platform game development (Paperback, 2nd ed.): Sue Blackman Beginning 3D Game Development with Unity 4 - All-in-one, multi-platform game development (Paperback, 2nd ed.)
Sue Blackman
R2,316 R2,156 Discovery Miles 21 560 Save R160 (7%) Ships in 9 - 15 working days

Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game-including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

Minecraft Mods - An Unofficial Kids' Guide (Paperback): Percy Leed Minecraft Mods - An Unofficial Kids' Guide (Paperback)
Percy Leed
R195 Discovery Miles 1 950 Ships in 12 - 17 working days
Super Mario 3D All-Stars Guide - Walkthrough - Tips & Hints - And More! (Paperback): Aso 5 Super Mario 3D All-Stars Guide - Walkthrough - Tips & Hints - And More! (Paperback)
Aso 5
R293 Discovery Miles 2 930 Ships in 10 - 15 working days
Once Upon Atari - How I made history by killing an industry (Paperback): Howard Scott Warshaw Once Upon Atari - How I made history by killing an industry (Paperback)
Howard Scott Warshaw
R551 Discovery Miles 5 510 Ships in 10 - 15 working days
FORTNITE Official: The Ultimate Trivia Book - Test Your Knowledge of Battle Royale (Paperback): Epic Games FORTNITE Official: The Ultimate Trivia Book - Test Your Knowledge of Battle Royale (Paperback)
Epic Games
R288 R237 Discovery Miles 2 370 Save R51 (18%) Ships in 9 - 15 working days

TEST YOUR BATTLE ROYALE BRAIN! Fancy facing a full-on Fortnite trivia test? If you're clued up on Outfits, emotes, seasons, LTMs, locations, weapons, and everything else Battle Royale-related, then the Official Fortnite: The Ultimate Trivia Book is perfect for you! The 350 questions are split into Common, Uncommon, Rare, Epic, and Legendary sections to push you to the limit. Accept the challenge, because it's time to take your Fortnite trivia knowledge to the next level. The vast range of exciting multiple-choice and visual questions will have you scratching your head, but whether you're an experienced Battle Royaler or new to the island, you can take on the quiz quest and see what you score. Your Fortnite trivia test starts here - good luck!

FORTNITE Official: Outfits 2 - The Collectors' Edition (Hardcover): Epic Games FORTNITE Official: Outfits 2 - The Collectors' Edition (Hardcover)
Epic Games
R486 R401 Discovery Miles 4 010 Save R85 (17%) Ships in 9 - 15 working days

Dress to impress! The Outfit you rock when you drop from the Battle Bus makes a big statement about who you are. This all-new official collectors' edition from Epic Games showcases the most exciting looks that have appeared in the latest seasons. Whether your choice of Outfit is fresh, fun, or fearsome, you'll find the style that's right for you here. KNOWLEDGE IS POWER Get the lowdown to your look with top tips, stats, and facts. COOL CUSTOMIZING Check out the hottest Gliders, Back Bling, and Pets from Fortnite Chapter 2 GET THE GEAR Psych out your enemies with the best new Outfits - which will you be adding to YOUR locker?

3D Math Primer for Graphics and Game Development (Hardcover, 2nd edition): Fletcher Dunn, Ian Parberry 3D Math Primer for Graphics and Game Development (Hardcover, 2nd edition)
Fletcher Dunn, Ian Parberry
R3,284 Discovery Miles 32 840 Ships in 9 - 15 working days

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

UDON's Art of Capcom 3 - Hardcover Edition (Hardcover): Udon UDON's Art of Capcom 3 - Hardcover Edition (Hardcover)
Udon; Artworks by Udon
R1,497 R1,227 Discovery Miles 12 270 Save R270 (18%) Ships in 10 - 15 working days

UDON Entertainment is back with an all-new classy compilation of the creative studio's Capcom artwork! This prestigous 300-page hardcover volume gathers UDON's artists' renditions of the casts of Street Fighter, Mega Man, Darkstalkers, and other classic Capcom franchises. Included are comic covers, video game endings, promotional art, costume designs, tribute art, and much more!

Guide For Minecraft - An unofficial guide full of secrets, adventures, and tricks based on 10 years of Minecraft experience... Guide For Minecraft - An unofficial guide full of secrets, adventures, and tricks based on 10 years of Minecraft experience (Paperback)
Steve Redstone, Martin Zombie
R343 Discovery Miles 3 430 Ships in 12 - 17 working days
The Advanced Game Developer's Toolkit - Create Amazing Web-based Games with JavaScript and HTML5 (Paperback, 1st ed.): Rex... The Advanced Game Developer's Toolkit - Create Amazing Web-based Games with JavaScript and HTML5 (Paperback, 1st ed.)
Rex Van Der Spuy
R2,677 Discovery Miles 26 770 Ships in 10 - 15 working days

Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You'll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you're comfortable using. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web. The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author. What You'll Learn Work with advanced tile-based design techniques for puzzle, platform and maze games Use Tiled Editor to build game worlds Build path-finding and AI systems using Line of Sight and A* (A-Star) Make isometric games Manage complexity to build games of any size that scale seamlessly Who This Book Is For Video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level and for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes.

Game Development with Construct 2 - From Design to Realization (Paperback, 1st ed.): Lee Stemkoski, Evan Leider Game Development with Construct 2 - From Design to Realization (Paperback, 1st ed.)
Lee Stemkoski, Evan Leider
R2,446 Discovery Miles 24 460 Ships in 10 - 15 working days

Design and create video games using Construct 2. No prior experience is required.Game Development with Construct 2 teaches you to create 12 different game projects from a variety of genres, including car racing and tower defense to platformer and action-adventure. The software is user friendly and powerful, and the games you create can be exported to run on the web, desktop computers, and smartphones. What You'll Learn Create complete functional games using the Construct 2 game engine Understand general logical structures underlying video game programs Use practical game design advice (such as visual feedback and gameplay balancing) Understand programming concepts useful throughout computer science Who This Book Is For Middle school and high school students with no prior programming knowledge, and only minimal mathematical knowledge (graphing (x,y) coordinates, measuring angles, and applying formulas)

Bottlenecks - Aligning UX Design with User Psychology (Paperback, 1st ed.): David C. Evans Bottlenecks - Aligning UX Design with User Psychology (Paperback, 1st ed.)
David C. Evans
R1,157 R920 Discovery Miles 9 200 Save R237 (20%) Ships in 10 - 15 working days

Learn the psychological constrictions of attention, perception, memory, disposition, motivation, and social influence that determine whether customers will be receptive to your digital innovations. Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike. Innova tors in design and students of psychology will learn: The psychological processes determining users' perception of, engagement with, and recommendation of digital innovations Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness Strategies for marketing and product development in an age of social media and behavioral targeting Hypotheses for research that both academics and enterprises can perform to better meet users' needs Who This Book Is For Designers and entrepreneurs will use this book to give their innovations an edge on what are increasingly competitive platforms such as apps, bots, in-car apps, augmented reality content. Usability researchers and market researchers will leverage it to enhance their consulting and reporting. Students and lecturers in psychology departments will want it to help land employment in the private sector. Praise "Bottlenecks' is a tight and eminently actionable read for business leaders in startups and enterprises alike. Evans gives us a rich sense of key psychological processes and even richer examples of them in action." - Nir Eyal, Author of Hooked: How to Build Habit-Forming Products "Clients frequently ask our UX researchers and designers for deeper truths about why certain designs work and others fail. Bottlenecks offers practical explanations and evidence based on the idea that human cognition did not begin with the digital age." - John Dirks, UX Director and Partner, Blink UX "Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both." - Josh Lamar, Sr. UX Lead, Microsoft Outlook

BlitzMax for Absolute Beginners - Games Programming for the Absolute Beginner (Paperback, 1st ed.): Sloan Kelly BlitzMax for Absolute Beginners - Games Programming for the Absolute Beginner (Paperback, 1st ed.)
Sloan Kelly
R2,297 Discovery Miles 22 970 Ships in 10 - 15 working days

Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can. What You'll Learn Program computer games from scratch with BlitzMax Produce high-quality arcade games with sound and graphics Utilize the power of OpenGL to create fantastic 3D effects Who This Book Is For Those new to game programming and those new to BlitzMax.

Games and Learning Alliance - 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5-7, 2016,... Games and Learning Alliance - 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5-7, 2016, Proceedings (Paperback, 1st ed. 2016)
Rosa Bottino, Johan Jeuring, Remco C. Veltkamp
R1,613 Discovery Miles 16 130 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 5th International Conference on Games and Learning Alliance, GALA 2016, held in Utrecht, The Netherlands, in December 2016. The 27 revised regular papers presented together with 14 poster papers were carefully reviewed and selected from 55 submissions. The papers cover topics such as games and sustainability; games for math and programming; games and health; games and soft skills; games and management; games and learning; game development and assessment; and mobile games.

Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015,... Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
R3,211 Discovery Miles 32 110 Ships in 10 - 15 working days

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloss Dagstuhl in July 2015.

Serious Games - Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings... Serious Games - Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings (Paperback, 1st ed. 2016)
Tim Marsh, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Stefan Goebel
R2,542 Discovery Miles 25 420 Ships in 10 - 15 working days

This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 36 full papers and 5 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and accessibility; education, learning and training; science, nature and heritage; design, development and analysis; poster papers; exhibits.

Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016): Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg,... Serious Games - Foundations, Concepts and Practice (Hardcover, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Wolfgang Effelsberg, Josef Wiemeyer
R4,262 Discovery Miles 42 620 Ships in 10 - 15 working days

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as "Introduction to Serious Games", "Entertainment Technology", "Serious Game Design", "Game-based Learning", and "Applications of Serious Games".

Games and Learning Alliance - 4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected... Games and Learning Alliance - 4th International Conference, GALA 2015, Rome, Italy, December 9-11, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Alessandro De Gloria, Remco Veltkamp
R3,334 Discovery Miles 33 340 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

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