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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games

Wargames Terrain and Buildings - The Napoleonic Wars (Paperback): Tony Harwood Wargames Terrain and Buildings - The Napoleonic Wars (Paperback)
Tony Harwood
R444 R408 Discovery Miles 4 080 Save R36 (8%) Ships in 9 - 17 working days

Any miniature wargame is greatly enhanced by realistic and evocative scenery and buildings, but commercial ready-made pieces can be expensive. Building your own can be a cost-effective and very rewarding alternative, another hobby in itself, but it can be hard to know where to start. Wargames Terrain and Buildings is a series of books aimed at giving wargamers the skills, techniques and guidance they need to create their own stunning and practical model buildings. In this volume, master modeller Tony Hardwood shares his years of experience and presents the reader with a wide range of projects for the Napoleonic era. With the aid of step-by-step photographs, he guides the reader through building and finishing each of these models, which are organized in three sections of increasing complexity and encompass a range of scales and different materials. Nine projects are included but the techniques and skills demonstrated along the way, along with valuable advice on tools, construction materials and paints, can be adapted and applied to a much wider range of structures to grace your battlefields.

Global esports - Transformation of Cultural Perceptions of Competitive Gaming (Paperback): Dal Yong Jin Global esports - Transformation of Cultural Perceptions of Competitive Gaming (Paperback)
Dal Yong Jin
R1,201 Discovery Miles 12 010 Ships in 18 - 22 working days

Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.

Second Person - Role-Playing and Story in Games and Playable Media (Paperback): Pat Harrigan, Noah Wardrip-Fruin Second Person - Role-Playing and Story in Games and Playable Media (Paperback)
Pat Harrigan, Noah Wardrip-Fruin
R1,105 Discovery Miles 11 050 Ships in 18 - 22 working days

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story-something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person-so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told-first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction-for the singular "you"-including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

Exodus to the Virtual World - How Online Fun Is Changing Reality (Paperback): Edward Castronova Exodus to the Virtual World - How Online Fun Is Changing Reality (Paperback)
Edward Castronova
R493 R464 Discovery Miles 4 640 Save R29 (6%) Ships in 18 - 22 working days

Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like "World of Warcraft "and "Second Life"), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around "fun." Given the choice between a fantasy world and the real world, how many of us would choose reality? "Exodus to the Virtual World" explains the growing migration into virtual reality, and how it will change the way we live--both in fantasy worlds and in the real one.

Collaborative Worldbuilding for Writers and Gamers (Paperback): Trent Hergenrader Collaborative Worldbuilding for Writers and Gamers (Paperback)
Trent Hergenrader
R980 Discovery Miles 9 800 Ships in 18 - 22 working days

The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.

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