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The Video Game Explosion - A History from PONG to PlayStation and Beyond (Hardcover): Mark J.P. Wolf The Video Game Explosion - A History from PONG to PlayStation and Beyond (Hardcover)
Mark J.P. Wolf
R2,802 Discovery Miles 28 020 Ships in 12 - 17 working days

In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media. The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and handheld gaming devices. Narrative chapters explore the ongoing debates surrounding whether video games lead to violence in children and teens-as was the case with the Columbine High School shootings-in addition to other hot-button topics, such as the evolution of adventure games and first-person shooters. Inside readers will discover: l dblHow video games as a novelty grew into a worldwide multi-billion dollar industryl dblHow ethical worldviews can be embodied in video gamesl dblHow to get a job in the video game industryl dbl The storybehind the battle between Sony's PlayStation 3, Nintendo's Wii, and Microsoft's Xbox 360l dbl The pioneers who developed such video games as Pac-Man, Donkey Kong, Myst, and more

The Routledge Companion to Video Game Studies (Hardcover, 2nd edition): Mark J.P. Wolf, Bernard Perron The Routledge Companion to Video Game Studies (Hardcover, 2nd edition)
Mark J.P. Wolf, Bernard Perron
R6,160 Discovery Miles 61 600 Ships in 12 - 17 working days

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are essays examining topics such as preservation, augmented, mixed and virtual reality, eSports, disability, diversity, and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Fifty Key Video Games (Hardcover): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Hardcover)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R3,883 Discovery Miles 38 830 Ships in 12 - 17 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

World-Builders on World-Building - An Exploration of Subcreation (Paperback): Mark J.P. Wolf World-Builders on World-Building - An Exploration of Subcreation (Paperback)
Mark J.P. Wolf
R1,177 Discovery Miles 11 770 Ships in 12 - 17 working days

With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone's imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.

The World of Mister Rogers' Neighborhood (Paperback): Mark J.P. Wolf The World of Mister Rogers' Neighborhood (Paperback)
Mark J.P. Wolf
R624 Discovery Miles 6 240 Ships in 12 - 17 working days

Unlike many children's television shows, Mister Rogers' Neighborhood did more than simply entertain or occupy children's attention. The show educated them in the affective domain, encouraging such things as appreciation for difference, collaboration, self-expression, and self-worth. It also introduced them to the areas of culture, art, and music through guests, trips, art objects and processes, and demonstrations, making it accessible and meaningful in a way that a child could understand. While the educational content of children's television programming has improved greatly since the late 1960s, no other children's program has ever attempted such a mix of high art, low art, folk art, industrial production, learning in the affective and social domains, and more, all with a whimsical sense of humor, insight, and a level of interconnected detail unmatched by any other children's television program. This book illuminates and examines the world of Mister Rogers' Neighborhood through world design, narrative, genre, form, content, authorship, reception and more.

Fifty Key Video Games (Paperback): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault Fifty Key Video Games (Paperback)
Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
R754 R681 Discovery Miles 6 810 Save R73 (10%) Ships in 9 - 15 working days

- The first book dedicated to exploring key video games from the 1970s to present day. - Provides a highly accessible overview of the history of video games from PONG, Pac-Man and Tetris to Minecraft, Animal Crossing and Assassin's Creed. - The selection covers a range of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impacts, and more.

Building Imaginary Worlds - The Theory and History of Subcreation (Hardcover): Mark J.P. Wolf Building Imaginary Worlds - The Theory and History of Subcreation (Hardcover)
Mark J.P. Wolf
R5,032 Discovery Miles 50 320 Ships in 12 - 17 working days

Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

The Video Game Theory Reader 2 (Hardcover, New): Bernard Perron, Mark J.P. Wolf The Video Game Theory Reader 2 (Hardcover, New)
Bernard Perron, Mark J.P. Wolf
R4,199 Discovery Miles 41 990 Ships in 12 - 17 working days

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Video Game Theory Reader 2 (Paperback, New): Bernard Perron, Mark J.P. Wolf The Video Game Theory Reader 2 (Paperback, New)
Bernard Perron, Mark J.P. Wolf
R1,371 Discovery Miles 13 710 Ships in 12 - 17 working days

The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

The Video Game Theory Reader (Hardcover): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Hardcover)
Mark J.P. Wolf, Bernard Perron
R3,907 Discovery Miles 39 070 Ships in 12 - 17 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

The Scaled Boundary Finite Element Method (Hardcover): J.P. Wolf The Scaled Boundary Finite Element Method (Hardcover)
J.P. Wolf
R4,086 Discovery Miles 40 860 Ships in 12 - 17 working days

The Scaled Boundary Finite Element Method describes a fundamental solution-less boundary element method, based on finite elements. As such, it combines the advantages of the boundary element method:

  • spatial discretisation reduced by one
  • boundary condition at infinity satisfied exactly
with those of the finite element method:
  • no fundamental solution required
  • no singular integrals
  • the processing of anisotropic material without any additional computational effort
Other benefits include the fact that the analytical solution inside the domain permits stress singularities to be determined directly, and also that there is no spatial discretisation of certain boundaries such as crack faces and free surfaces and interfaces between different materials.

The scaled boundary finite element method can be used to analyse any bounded and unbounded media governed by linear elliptic, parabolic and hyperbolic partial differential equations.

The book serves two goals which can be pursued independently. Part I is a primer, with a model problem addressing the simplest wave propagation but still containing all essential features. Part II derives the fundamental equations for statics, elastodynamics and diffusion, and discusses the solution procedures from scratch in great detail.

In summary this comprehensive text presents a novel procedure which will be of interest not only to engineers, researchers and students working in engineering mechanics, acoustics, heat-transfer, earthquake engineering, electromagnetism, and computational mathematics, but also consulting engineers dealing with nuclear structures, offshore platforms, hardened structures, critical facilities, dams, machine foundations and other structures subjected to earthquakes, wave loads, explosions and traffic.

Building Imaginary Worlds - The Theory and History of Subcreation (Paperback, New): Mark J.P. Wolf Building Imaginary Worlds - The Theory and History of Subcreation (Paperback, New)
Mark J.P. Wolf
R1,475 Discovery Miles 14 750 Ships in 12 - 17 working days

Mark J.P. Wolf's study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds-which are often transnarrative, transmedial, and transauthorial in nature-are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer's Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation's relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.

The World of Mister Rogers' Neighborhood (Hardcover): Mark J.P. Wolf The World of Mister Rogers' Neighborhood (Hardcover)
Mark J.P. Wolf
R1,731 Discovery Miles 17 310 Ships in 12 - 17 working days

Unlike many children's television shows, Mister Rogers' Neighborhood did more than simply entertain or occupy children's attention. The show educated them in the affective domain, encouraging such things as appreciation for difference, collaboration, self-expression, and self-worth. It also introduced them to the areas of culture, art, and music through guests, trips, art objects and processes, and demonstrations, making it accessible and meaningful in a way that a child could understand. While the educational content of children's television programming has improved greatly since the late 1960s, no other children's program has ever attempted such a mix of high art, low art, folk art, industrial production, learning in the affective and social domains, and more, all with a whimsical sense of humor, insight, and a level of interconnected detail unmatched by any other children's television program. This book illuminates and examines the world of Mister Rogers' Neighborhood through world design, narrative, genre, form, content, authorship, reception and more.

World-Builders on World-Building - An Exploration of Subcreation (Hardcover): Mark J.P. Wolf World-Builders on World-Building - An Exploration of Subcreation (Hardcover)
Mark J.P. Wolf
R3,877 Discovery Miles 38 770 Ships in 12 - 17 working days

With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone's imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.

Encyclopedia of Video Games - The Culture, Technology, and Art of Gaming [3 volumes] (Hardcover, 2nd edition): Mark J.P. Wolf Encyclopedia of Video Games - The Culture, Technology, and Art of Gaming [3 volumes] (Hardcover, 2nd edition)
Mark J.P. Wolf
R8,055 Discovery Miles 80 550 Ships in 12 - 17 working days

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

The Video Game Theory Reader (Paperback): Mark J.P. Wolf, Bernard Perron The Video Game Theory Reader (Paperback)
Mark J.P. Wolf, Bernard Perron
R1,485 Discovery Miles 14 850 Ships in 12 - 17 working days


The Video Game Theory Reader brings together exciting new work on video games as a unique medium and nascent field of study - one that is rapidly developing new modes of understanding and analysis. This pioneering collection addresses the many ways video games are reshaping the face of entertainment and our relationship with technology. In the volume, leading Media Studies scholars develop new theoretical tools and concepts to study video games. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming.

Finite-Element Modelling of Unbounded Media (Hardcover): J.P. Wolf Finite-Element Modelling of Unbounded Media (Hardcover)
J.P. Wolf
R6,935 Discovery Miles 69 350 Ships in 12 - 17 working days

Dynamic unbounded medium-structure interactions occur in many fields of engineering and physical science, such as wave propagation in soil-structure and fluid-structure interactions, acoustics and electromagnetism and as diffusion in heat conduction and consolidation. This book presents three novel concepts, based on the finite-element methodology, to model the unbounded medium:

  1. The consistent infinitesimal finite-element cell method, a boundary finite-element procedure, requires the discretization of the structure-medium interface only and is exact in the finite-element sense. It is applied to unbounded media governed by the hyperbolic, parabolic and elliptic differential equations.
  2. The damping-solvent extraction method permits the analysis of a bounded medium only.
  3. The doubly-asymptotic multi-directional transmitting boundary is exact for the low- and high-frequency limits at preselected wave propagation directions.
All concepts are explained using simple examples that the reader can follow step by step. A computer program of the consistent infinitesimal finite-element cell method available on disk analyses two- and three-dimensional unbounded and bounded media for the scalar and vector wave equations and the diffusion equation in the frequency and time domains.
Super Sport - Phuk N Shanks Series (Paperback): J.P. Wolfe Super Sport - Phuk N Shanks Series (Paperback)
J.P. Wolfe
R583 R493 Discovery Miles 4 930 Save R90 (15%) Ships in 10 - 15 working days
Cluster Phuk (Paperback): J.P. Wolfe Cluster Phuk (Paperback)
J.P. Wolfe
R571 Discovery Miles 5 710 Ships in 10 - 15 working days
Creeping Love (German, Paperback): J.P. Wolf Creeping Love (German, Paperback)
J.P. Wolf
R637 Discovery Miles 6 370 Ships in 10 - 15 working days
The Medium of the Video Game (Paperback, 1st ed): Mark J.P. Wolf The Medium of the Video Game (Paperback, 1st ed)
Mark J.P. Wolf; Introduction by Ralph H. Baer
R562 R496 Discovery Miles 4 960 Save R66 (12%) Ships in 12 - 17 working days

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.

In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

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