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Books > Computing & IT > Applications of computing > Virtual reality

Virtual Reality: A Broader Perspective of Human-Computer Synergy (Hardcover): Josh Creel Virtual Reality: A Broader Perspective of Human-Computer Synergy (Hardcover)
Josh Creel
R2,835 Discovery Miles 28 350 Ships in 12 - 17 working days
Gamification for Tourism (Paperback): Feifei Xu, Dimitrios Buhalis Gamification for Tourism (Paperback)
Feifei Xu, Dimitrios Buhalis
R1,080 Discovery Miles 10 800 Ships in 12 - 17 working days

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Hardcover, 2001 ed.): E. Granum Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds (Hardcover, 2001 ed.)
E. Granum; Edited by Lars Qvortrup; Edited by (associates) B. Holmqvist, S. Kolstrup, K. Halskov Madsen
R4,467 Discovery Miles 44 670 Ships in 12 - 17 working days

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds answers the basic research questions involved in the development of user-friendly interfaces, such as:
* How does one navigate in and with a virtual inhabited three-dimensional world?
* How can the virtual world and the interface be part of the same world?
* How can the use of these interfaces be supported by implicit narrative structures?
* How can the autonomous agents function as assistants to the end-user?
* How can the current--what you see is what you get--be replaced by What you want is what you get:?
Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the core activity of interfaces: interaction. It takes the reader all the way from general theories and conceptualizations of interaction aspects of virtual inhabited 3D worlds, through theories of and methods for the design of autonomous agents, ending in specific design methodology considerations and suggestions for management in the multimedia industry.

Dragon Seed - A LitRPG Dragonrider Adventure (Hardcover): James Osiris Baldwin Dragon Seed - A LitRPG Dragonrider Adventure (Hardcover)
James Osiris Baldwin
R767 Discovery Miles 7 670 Ships in 10 - 15 working days
Computer Vision - Applications of Visual AI and Image Processing (Hardcover): Pancham Shukla, Rajanikanth Aluvalu, Shilpa Gite,... Computer Vision - Applications of Visual AI and Image Processing (Hardcover)
Pancham Shukla, Rajanikanth Aluvalu, Shilpa Gite, Uma Maheswari
R4,525 Discovery Miles 45 250 Ships in 12 - 17 working days

This book focuses on the latest developments in the fields of visual AI, image processing and computer vision. It shows research in basic techniques like image pre-processing, feature extraction, and enhancement, along with applications in biometrics, healthcare, neuroscience and forensics. The book highlights algorithms, processes, novel architectures and results underlying machine intelligence with detailed execution flow of models.

Haptics for Virtual Reality and Teleoperation (Hardcover, 2012 ed.): Matjaz Mihelj, Janez Podobnik Haptics for Virtual Reality and Teleoperation (Hardcover, 2012 ed.)
Matjaz Mihelj, Janez Podobnik
R2,871 Discovery Miles 28 710 Ships in 10 - 15 working days

This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system.
The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation.

The introduction chapter positions the haptic interfaces within the virtual reality context. In order to design haptic interfaces that will comply with human capabilities at least basic understanding of human sensors-motor system is required. An overview of this topic is provided in the chapter related to human haptics. The book does not try to introduce the state-of-the-art haptic interface solutions because these tend to change quickly. Only a careful selection of different kinematic configurations is shown to introduce the reader into this field.
Mathematical models of virtual environment, collision detection and force rendering topics are strongly interrelated and are described in the next two chapters. The interaction with the virtual environment is simulated with a haptic interface. Impedance and admittance based approaches to haptic robot control are presented. Stability issues of haptic interaction are analyzed in details and solutions are proposed for guaranteeing stable and safe operation. Finally, haptic interaction is extended to teleoperation systems. Virtual fixtures which improve the teleoperation and human-robot cooperation in complex environments are covered next and the last chapter presents nanomanipulation as one specific example of teleoperation.

Fundamentals of Wearable Computers and Augmented Reality (Paperback): Woodrow Barfield, Thomas Caudell Fundamentals of Wearable Computers and Augmented Reality (Paperback)
Woodrow Barfield, Thomas Caudell
R3,605 R2,930 Discovery Miles 29 300 Save R675 (19%) Ships in 12 - 17 working days

"Fundamentals of Wearable Computers and Augmented Reality" presents a broad coverage of the technologies and interface design issues associated with wearable computers and augmented reality displays both rapidly developing fields in computer science, engineering, and human interface design. This book presents concepts related to the use and underlying technologies of augmented reality and wearable computer systems. There are many application areas for this technology, such as medicine, manufacturing, training, and recreation. Wearable computers will allow a much closer association of information with the user than is possible with traditional desktop computers.
This book addresses an important aspect of wearable computers and augmented reality, either from the conceptual or from an application framework. Given the wide coverage of topics on issues related to the display of computer-generated images in the environment, this book can be used as a text for computer science, computer engineering, and interface design courses.

The Dark Realm (Hardcover): Anthea Sharp The Dark Realm (Hardcover)
Anthea Sharp
R836 Discovery Miles 8 360 Ships in 12 - 17 working days
Virtual Community Participation and Motivation - Cross-Disciplinary Theories (Hardcover, New): Honglei Li Virtual Community Participation and Motivation - Cross-Disciplinary Theories (Hardcover, New)
Honglei Li
R4,759 Discovery Miles 47 590 Ships in 12 - 17 working days

With the power to gather people with similar interests together, virtual communities have gained attention by not only practitioners, but researchers, as well. Virtual Community Participation and Motivation: Cross-Disciplinary Theories offers in-depth coverage of state-of-the-art research on virtual community participation. This book appeals to those interested not only in virtual communities, but also in virtual worlds, virtual teams, and even online shopping. Virtual community researchers, as well as researchers from diverse fields--computer science, information systems, psychology, sociology, and telecommunications--will find valuable motivation theories discussed in this book.

Binaural and Spatial Hearing in Real and Virtual Environments (Hardcover): Robert Gilkey, Timothy R. Anderson Binaural and Spatial Hearing in Real and Virtual Environments (Hardcover)
Robert Gilkey, Timothy R. Anderson
R5,219 Discovery Miles 52 190 Ships in 12 - 17 working days

The current popular and scientific interest in virtual environments has provided a new impetus for investigating binaural and spatial hearing. However, the many intriguing phenomena of spatial hearing have long made it an exciting area of scientific inquiry. Psychophysical and physiological investigations of spatial hearing seem to be converging on common explanations of underlying mechanisms. These understandings have in turn been incorporated into sophisticated yet mathematically tractable models of binaural interaction. Thus, binaural and spatial hearing is one of the few areas in which professionals are soon likely to find adequate physiological explanations of complex psychological phenomena that can be reasonably and usefully approximated by mathematical and physical models. This volume grew out of the Conference on Binaural and Spatial Hearing, a four-day event held at Wright-Patterson Air Force Base in response to rapid developments in binaural and spatial hearing research and technology. Meant to be more than just a proceedings, it presents chapters that are longer than typical proceedings papers and contain considerably more review material, including extensive bibliographies in many cases. Arranged into topical sections, the chapters represent major thrusts in the recent literature. The authors of the first chapter in each section have been encouraged to take a broad perspective and review the current state of literature. Subsequent chapters in each section tend to be somewhat more narrowly focused, and often emphasize the authors' own work. Thus, each section provides overview, background, and current research on a particular topic. This book is significant in that it reviews the important work during the past 10 to 15 years, and provides greater breadth and depth than most of the previous works.

In Search of the Virtual Class - Education in an Information Society (Hardcover): Lalita Rajasingham, John Tiffin In Search of the Virtual Class - Education in an Information Society (Hardcover)
Lalita Rajasingham, John Tiffin
R5,411 Discovery Miles 54 110 Ships in 12 - 17 working days

'Shirley zips into her skin-tight school uniform, which on the outside looks something like a ski suit. The lining of the suit in fact contains cabling that makes the suit a communication system and there are pressure pads where the suit touches skin that give a sense of touch. Next, she sits astride something that is a bit like a motorbike, except that it has no wheels and is attached firmly to the floor. Her feet fit on to something similar to a brake and accelerator and her gloved hands hold onto handlebars. She shouts, "I'm off to school, Dad". Her father, who is taking time out from his teleworking, begins to remind her that the family are going teleshopping in the virtual city later in the day, but it is too late, his daughter has already donned her school helmet. She is no longer in the real world of her real home, she is in the virtual world of her virtual school.' Is this the shape of the future of education? This book presents a vision of what will happen to education and training as information technology develops. The argument is simple. To prepare people for life in an information society they need to be taught with the technology of an information society. But what shape will that take? Can the classroom as we know it - a communications system which has been in place for four thousand years - be replaced? The authors argue that through the development of telecommunications for telelearning a genuine revolution in education is in the making. The book describes how, through the convergence of a cluster of new technologies including virtual reality, artificial intelligence, nanotechnology and the superhighways of telecommunications, a new educational paradigm will emerge in the form of a virtual class. Teachers, trainers and educators who worry about how best to prepare students for life in an ever-changing world will find much inspiration in this engagingly written and jargon-free book

Distributed Virtual Worlds - Foundations and Implementation Techniques Using VRML, Java, and CORBA (Hardcover, 2001 ed.):... Distributed Virtual Worlds - Foundations and Implementation Techniques Using VRML, Java, and CORBA (Hardcover, 2001 ed.)
Stephan Diehl
R1,610 Discovery Miles 16 100 Ships in 10 - 15 working days

With the widespread use of VRML browsers, e.g., as part of the Netscape and Internet Explorer standard distributions, everyone connected to the Internet can directly enter a virtual world without installing a new kind of software. The VRML technology offers the basis for new forms of customer service such as interactive three-dimensional product configuration, spare part ordering, or customer training. Also, this technology can be used for CSCW in intranets.The reader should be familiar with programming languages and computers and, in particular, should know Java or at least an object-oriented programming language. The book not only provides and explains source code, which can be used as a starting point for own implementations, but it also describes the fundamental problems and how currently known solutions work. It discusses a variety of different techniques and trade-offs. Many illustrations help the reader to understand and memorize the underlying principles.

Echoes of Other Worlds: Sound in Virtual Reality - Past, Present and Future (Hardcover, 1st ed. 2018): Tom A. Garner Echoes of Other Worlds: Sound in Virtual Reality - Past, Present and Future (Hardcover, 1st ed. 2018)
Tom A. Garner
R3,801 Discovery Miles 38 010 Ships in 12 - 17 working days

This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.

Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Hardcover): Amit Kumar Tyagi Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality (Hardcover)
Amit Kumar Tyagi
R6,693 Discovery Miles 66 930 Ships in 12 - 17 working days

Augmented and virtual reality (AR and VR) offer exciting opportunities for human computer interaction (HCI), the enhancement of places, and new business cases. Though VR is most popular for video games, especially among younger generations, AR and VR can also be used in applications that include military, medical, navigational, tourism, marketing, and maintenance uses. Research in these technologies along with 3D user interfaces has gained momentum in recent years and has solidified it as a staple technology for the foreseeable future. Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality includes a collection of business case studies covering a variety of topics related to AR, VR, and mixed reality (MR) including their use in possible applications. This book also touches on the diverse uses of AR and VR in many industries and discusses their importance, challenges, and opportunities. While discussing the use these technologies in sectors such as education, healthcare, and computer science, this book is ideal for computer scientists, engineers, practitioners, stakeholders, researchers, academicians, and students who are interested in the latest research on augmented, mixed, and virtual reality.

Virtual Reality Technology and Applications (Hardcover, 2014 ed.): Matjaz Mihelj, Domen Novak, Samo Begus Virtual Reality Technology and Applications (Hardcover, 2014 ed.)
Matjaz Mihelj, Domen Novak, Samo Begus
R3,390 Discovery Miles 33 900 Ships in 12 - 17 working days

As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of different applications, focusing on augmented reality as a special case. Though the content is primarily VR-related, it is also relevant for many other fields.

Medicine Meets Virtual Reality 2000 - Envisioning Healing - Interactive Technology and the Patient-practitioner Dialogue... Medicine Meets Virtual Reality 2000 - Envisioning Healing - Interactive Technology and the Patient-practitioner Dialogue (Hardcover)
J.D. Westwood, Helene M. Hoffman, Greg T. Mogel, D. Stredney, Richard A. Robb
R2,713 Discovery Miles 27 130 Ships in 12 - 17 working days

This book provides an innovative international forum for the researchers, developers, and practitioners who are actively expanding the role of electronic technologies in healthcare. The contributions are by pioneers in all aspects of the field: telemedicine, simulation, computer-assisted surgery, haptics, robotics, education, diagnostics, etc. Leading edge developments and current clinical experience are brought together for the purpose of exploring ways to improve medical care. Mental health implications of new electronic technologies are also discussed. This book has a special focus on virtual reality as a means of bringing practitioner and patient closer in the pursuit of healing. Rather than superseding the talents of healthcare professionals, interactive computer-based tools have the ability to enhance the traditional dialogue of care. In addition, these tools can be used to integrate useful qualities of complementary therapies into allopathic medicine. Sight, touch, sound and other senses can be linked and augmented in ways previously unimagined, ultimately to benefit the patient.

Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Hardcover, 2002 ed.): Lars Qvortrup Virtual Space - Spatiality in Virtual Inhabited 3D Worlds (Hardcover, 2002 ed.)
Lars Qvortrup; Edited by (associates) J.F. Jensen, E. Kjems, N. Lehmann, C. Madsen
R4,438 Discovery Miles 44 380 Ships in 12 - 17 working days

Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software.Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.

Sonic Interactions in Virtual Environments (Hardcover, 1st ed. 2023): Michele Geronazzo, Stefania Serafin Sonic Interactions in Virtual Environments (Hardcover, 1st ed. 2023)
Michele Geronazzo, Stefania Serafin
R1,454 R879 Discovery Miles 8 790 Save R575 (40%) Ships in 12 - 17 working days

This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Immersive Education - Designing for Learning (Hardcover, 1st ed. 2022): Paula MacDowell, Jennifer Lock Immersive Education - Designing for Learning (Hardcover, 1st ed. 2022)
Paula MacDowell, Jennifer Lock
R4,036 Discovery Miles 40 360 Ships in 12 - 17 working days

This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.

eGods - Faith versus Fantasy in Computer Gaming (Hardcover): William Sims Bainbridge eGods - Faith versus Fantasy in Computer Gaming (Hardcover)
William Sims Bainbridge
R3,203 Discovery Miles 32 030 Ships in 12 - 17 working days

William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.

David Rowe's Art of Knightmare (Hardcover, Collector's Hardback ed.): David Rowe David Rowe's Art of Knightmare (Hardcover, Collector's Hardback ed.)
David Rowe
R1,096 R973 Discovery Miles 9 730 Save R123 (11%) Ships in 12 - 17 working days
The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift (Hardcover): Q Terry The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift (Hardcover)
Q Terry
R504 Discovery Miles 5 040 Ships in 12 - 17 working days

The metaverse is here. Are you ready? In The Metaverse Handbook: Innovating for the Internet's Next Tectonic Shift, a duo of experienced tech and culture experts delivers a can't-miss guide to participating in the most promising new technology since the advent of the web. Through dozens of metaverse creator case studies and concise, actionable insights, you'll walk away from this book understanding how to explore and implement the latest metaverse tech emerging from blockchain, XR, and web3. In The Metaverse Handbook, you'll discover: What the metaverse is, why you should care about it, and how to build your metaverse strategy The history of the metaverse and primers on critical technologies driving the metaverse, including non-fungible tokens, XR, the blockchain, and web3 How to unearth unique metaverse opportunities in digital communities, commerce, and immersive experiences As the metaverse has rapidly become the technology platform and marketing buzzword of the future, this new reality for companies, creators, and consumers is not easily understood at the surface level. Those who aim to be at the forefront of this exciting new arena must first understand the foundations and central technologies of the metaverse. An essential resource for digital professionals, creators, and business leaders in the vanguard of the coming technology revolution, The Metaverse Handbook provides the go-to roadmap for your journey into the metaverse.

Augmented Reality - Unboxing Tech's Next Big Thing (Paperback): Pesce Augmented Reality - Unboxing Tech's Next Big Thing (Paperback)
Pesce
R375 Discovery Miles 3 750 Ships in 12 - 17 working days

Slated as 'the next big thing in tech', augmented reality promises to take the screen out of our hands and wrap it around the world via 'smart spectacles'. As a pervasive, invisible interface between the world and our senses, AR offers unparalleled capacity to reveal hidden digital depths, but it also comes at a cost to our privacy, our property, and our reality. In this crucial and provocative book, Mark Pesce draws on over thirty years' experience to offer the first mainstream exploration of augmented reality. He discusses the exciting and beneficial features of AR as well as the issues and risks raised by this still-emerging technology - a technology that moulds us by shaping what we see and hear. Augmented Reality is essential reading for anyone interested in the growing influence of this impressive but deeply concerning technology. As the book reveals, reality - once augmented - will never be the same.

Gamification for Tourism (Hardcover): Feifei Xu, Dimitrios Buhalis Gamification for Tourism (Hardcover)
Feifei Xu, Dimitrios Buhalis
R3,063 Discovery Miles 30 630 Ships in 12 - 17 working days

This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Manifestations of Queerness in Video Games (Hardcover): Gaspard Pelurson Manifestations of Queerness in Video Games (Hardcover)
Gaspard Pelurson
R3,971 Discovery Miles 39 710 Ships in 12 - 17 working days

Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokemon memes on border politics, flanerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Munoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.

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