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

The Arts of LARP - Design, Literacy, Learning and Community in Live Action Role Playing (Paperback): David Simkins The Arts of LARP - Design, Literacy, Learning and Community in Live Action Role Playing (Paperback)
David Simkins
R973 Discovery Miles 9 730 Ships in 10 - 15 working days

This ethnography of a live action role-playing (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests. The book is intended for LARP participants, academics interested in play or in collaborative development, those interested in new uses of familiar learning environments, and game developers with an interest in creating games with highly interactive narratives and co-creative play experiences in which the role of designer and player is blurred.

Bolt Action: Battleground Europe - D-Day to Germany (Paperback): Warlord Games Bolt Action: Battleground Europe - D-Day to Germany (Paperback)
Warlord Games; Illustrated by Peter Dennis 1
R630 Discovery Miles 6 300 Ships in 12 - 17 working days

Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the European Theatre of Operations. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.

Immersive Gameplay - Essays on Participatory Media and Role-Playing (Paperback): Evan Torner, William J. White Immersive Gameplay - Essays on Participatory Media and Role-Playing (Paperback)
Evan Torner, William J. White
R975 Discovery Miles 9 750 Ships in 10 - 15 working days

This collection of all-new essays approaches the topic of immersion as a product of social and media relations in the 21st century. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in our analyses of contemporary media products, and demonstrate methods that allow us to see those game rules in action during the contested process of play.

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
R577 R482 Discovery Miles 4 820 Save R95 (16%) Ships in 10 - 15 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.

My Avatar, My Self - Identity in Video Role-playing Games (Paperback): Zach Waggoner My Avatar, My Self - Identity in Video Role-playing Games (Paperback)
Zach Waggoner
R973 Discovery Miles 9 730 Ships in 10 - 15 working days

With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the players sense of self and makes recommendations of terminology for future identity researchers. Features 15 photographs of videogame screens, bibliography, and an appendix of sample videogame transcription data.

The War Play Dilemma - What Every Parent and Teacher Needs to Know (Paperback, 2nd Revised edition): Diane E Levin, Nancy... The War Play Dilemma - What Every Parent and Teacher Needs to Know (Paperback, 2nd Revised edition)
Diane E Levin, Nancy Carlsson-Paige
R824 R770 Discovery Miles 7 700 Save R54 (7%) Ships in 12 - 17 working days

As violence in the media and media-linked toys increases, parents and teachers are also seeing an increase in children's war play. The authors have revised this popular text to provide more practical guidance for working with children to promote creative play, and for positively influencing the lessons about violence children are learning. Using a developmental and sociopolitical viewpoint, the authors examine five possible strategies for resolving the war play dilemma and show which best satisfy both points of view: banning war play; taking a laissez-faire approach; allowing war play with specified limits; actively facilitating war play; and limiting war play while providing alternative ways to work on the issues. New for the Second Edition: More anecdotal material about adults' and children's experiences with war play, including examples from both home and school settings. Greater emphasis on the impact of media and commercialization on children's war play, including recent trends in media, programming, marketing, and war toys. Expanded discussion about the importance of the distinction between imitative and creative war play. Summary boxes of key points directed at teachers or parents. New information about violent video games, media cross feeding, and gender development and sex-role stereotyping. A more extensive list of resources and further reading for adults and children. Praise for the First Edition! "Powerful...A wealth of practical suggestions for parents and teachers."; -Young Children "Comprehensive and useful...Educators who read this book and implement its suggestions will be making an important contribution to a peaceful future for their young students." -Teachers College Record

The Fantasy Role-Playing Game - A New Performing Art (Paperback): Daniel Mackay The Fantasy Role-Playing Game - A New Performing Art (Paperback)
Daniel Mackay
R828 Discovery Miles 8 280 Ships in 10 - 15 working days

Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.

Collaborative Worldbuilding for Writers and Gamers (Paperback): Trent Hergenrader Collaborative Worldbuilding for Writers and Gamers (Paperback)
Trent Hergenrader
R1,075 Discovery Miles 10 750 Ships in 10 - 15 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.

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
R1,219 Discovery Miles 12 190 Ships in 10 - 15 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.

Fantasy Gaming - A Guide To Fantasy Role-Play And Table-Top Battles (Paperback): Martin Hackett Fantasy Gaming - A Guide To Fantasy Role-Play And Table-Top Battles (Paperback)
Martin Hackett 2
R556 R462 Discovery Miles 4 620 Save R94 (17%) Out of stock

For the first time, renowned gaming expert Martin Hackett brings together fantasy role-playing and fantasy wargaming. The result is a complete gaming system, allowing experienced or novice players to explore a fictional world in character by taking part in adventures and going on to lead armies into battle, conquer territory and found empires. Fantasy role playing took off in the late 1970s with the rise of TSR's Dungeons and Dragons. Fantasy wargaming, by contrast, is the clash of two or more mythical armies, played out with miniatures and scenery on a tabletop battlefield.

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