Computer and video game industry Books

27 products


  • Genshin Impact Official Art Book Vol. 1

    HarperCollins Publishers Genshin Impact Official Art Book Vol. 1

    10 in stock

    Book SynopsisDelve into the world of Genshin Impact in this beautiful memento showcasing hundreds of illustrations.Genshin Impact is a free-to-play open-world adventure RPG that brings players to the visually stunning world of Teyvat. Take on the role of the mysterious Traveler, who sets off on a journey to discover the fate of their lost sibling and unveils unique cultures, stories, and vast surrounding landscapes, as well as the mysterious secrets of Teyvat along the way.Genshin Impact: The Official Art Book Vol. 1 comes presented in a deluxe slipcase and features gorgeous artwork that celebrates moments, characters, and storylines from up to Version 1.6 of the hugely successful game. Packed full of character designs, promotional art, character trailer art, and commemorative illustrations, this book is perfect for any Genshin Impact fan.Trade Review“The presentation is lovely, and the printing quality is top-notch … Overall, if you’re a fan of Genshin Impact, then you’ve probably already ordered Genshin Impact: Official Art Book Vol. 1. And rightly so, it’s fantastic for fans of the game and art book aficionados." – GameGrin

    10 in stock

    £27.00

  • Around the World in 80 Games

    HarperCollins Publishers Around the World in 80 Games

    1 in stock

    Book Synopsis''BRILLIANTLY CLEAR AND CAPTIVATING PROSE'' STEPHEN FRYA WATERSTONES BOOK OF YEAR 2023An award-winning mathematician explores the maths behind the games we love and why we love to play them.Where should you move first in Connect 4?What is the best property in Monopoly?And how can pi help you win rock paper scissors?Spanning millennia, oceans and continents, countries and cultures, Around the World in 80 Games gleefully explores how mathematics and games have always been deeply intertwined. Marcus du Sautoy investigates how games provided the first opportunities for deep mathematical insight into the world, how understanding maths can help us play games better, and how both maths and games are integral to human psychology and culture.For as long as there have been people, there have been games, and for nearly as long, we have been exploring and discovering mathematics. A grand adventure, Around the World in 80 Games teaches us not just how games are won, but how they, and the maths behiTrade Review‘Marcus du Sautoy’s brilliantly clear and captivating prose manages to bring to life the drama of so many different games. With the lightest of touches du Sautoy manages persuasively to show how games are both narratives that speak about us and structures whose ideas underlie everything in our known universe. And on top of it, the book serves as an absolutely indispensable compendium. Rainy weekends in Cornwall will now be welcomed’ Stephen Fry 'A delightful and addictive celebration of games. You’ll keeping wanting one more go' Dara Ó Briain ‘Whether your game is Go, Dungeons and Dragons, or Chocolate Chilli Roulette, you'll find this book adorable. It's lively, creative and humane – exactly as one would expect from Marcus du Sautoy’ Tim Harford, author of How To Make The World Add Up ‘The book encapsulates the very essence of human ingenuity and our intrinsic love for play and exploration. You do not need to be a seasoned player nor a skilled mathematician to relish this enchanting read. However, this book may just encourage you to become the one or the other’ Reiner Knizia, award-winning game designer

    1 in stock

    £19.80

  • Taming Gaming: Guide your child to healthy video

    Unbound Taming Gaming: Guide your child to healthy video

    1 in stock

    Book SynopsisVideo games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children.Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family.Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life.Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.

    1 in stock

    £15.19

  • Itchy, Tasty: An Unofficial History of Resident

    Unbound Itchy, Tasty: An Unofficial History of Resident

    Out of stock

    Book SynopsisThis is the definitive behind-the-scenes account of Capcom’s horror video game series Resident Evil – one of the most popular, innovative and widely influential franchises of all time. Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century and, eventually, how a new generation of creators was born after the release of Resident Evil 4. Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.Trade Review'A valuable insight into the chaos, calamity and resulting magic of Resident Evil in its formative first years' Eurogamer

    Out of stock

    £13.49

  • Dice Men: The Origin Story of Games Workshop

    Unbound Dice Men: The Origin Story of Games Workshop

    Out of stock

    Book SynopsisGames Workshop, Warhammer, White Dwarf, Citadel Miniatures and Fighting Fantasy are names which trigger powerful memories for millions of people around the world. The cultural impact of Games Workshop and Fighting Fantasy has been remarkable. But how did it all begin? Since starting out in 1975 as a part-time mail-order business in a modest third-floor flat in West London, Games Workshop has grown from its humble beginnings to become a FTSE 250 company listed on the London Stock Exchange. From distributing Dungeons & Dragons, to living in the back of a van, to opening Games Workshop stores, to creating Fighting Fantasy, to launching Warhammer, co-founders Ian Livingstone and Steve Jackson tell their remarkable story for the first time. Dice Men is the fascinating, never-before-told story of an iconic company which changed the world of tabletop gaming for ever. It's an insight into the rollercoaster first year of Games Workshop and the birth of the industry.Trade Review 'Dice Men feels like the culmination of Games Workshop’s storied publishing past. Less of a history book and more of a coffee table tome, Dice Men manages to do something quite remarkable in under 300 pages: tell a surprisingly deep story, rich with captivating imagery, without ever seeming verbose or vain. You can count the number of text-only double-page spreads on one hand, as Sir Ian, with Jackson’s expert assistance, showcases highs and lows in ways as colorful as their many creations.’ Matt Gardener, Forbes Magazine ‘A treasure trove of nostalgia… Ian Livingstone's background with print media (White Dwarf) also shows in abundance. This book is beautifully laid out. You know the moment you see that striking cover, featuring that original Games Workshop image by Ian McCaig, who would go onto illustrate Fighting Fantasy books forever, that you're in for a visual treat - and you are' Eurogamer 'It’s a wonderfully nostalgic piece of work, part memoir, part full-colour scrapbook, told with infectious enthusiasm and delivered with the pacing you would expect from an international best-selling author' City AM

    Out of stock

    £28.50

  • A Handheld History

    HarperCollins Publishers A Handheld History

    3 in stock

    Book SynopsisA Handheld History is a unique celebration of portable platforms and their iconic games.Forty years ago, businessmen fiddling with calculators inspired Gunpei Yokoi to create the Game & Watch. Ever since then, handheld gaming has been hugely influential, spawning communities who trade Pokémon in the playground and share Miis on the subway. This introspective adventure will delve into decades of gaming memories and reconnect you to that long car journey full of discarded AA batteries before speeding ahead to the contemporary days of blockbusters in your backpack.Handheld gaming is celebrated loudly, proudly, and across hundreds of beautifully assembled pages of art and essays. Featuring words from many incredible voices, this is an unmissable ode to the gaming device that you keep close to your heart right in your jacket pocket.Words and art by:Alex OlneyAshensBob WulffBrandon SaltalamacchiaBrian CrecenteHannah Kwan CosselmonJanet GarciaJason BradburyJeff GrubbJonathan TraynorKevin KenTrade Review“It would make a welcome addition to any old-school handheld fan's bookshelf or coffee table.” – Gamespot “The book offers plenty of visual stimuli. From vintage poster design and retro illustrations to satisfying breakdowns of console hardware, there is something inspiring for everyone.” – Creative Review

    3 in stock

    £31.50

  • Press Reset: Ruin and Recovery in the Video Game

    Little, Brown & Company Press Reset: Ruin and Recovery in the Video Game

    7 in stock

    Book SynopsisTHE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next.Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it.The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games-Bioshock Infinite, Epic Mickey, Dead Space, and more-on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely.Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games-and whether the business of making games can change before it's too late.

    7 in stock

    £13.49

  • Around the World in 80 Games

    HarperCollins Publishers Around the World in 80 Games

    7 in stock

    Book Synopsis''BRILLIANTLY CLEAR AND CAPTIVATING PROSE'' STEPHEN FRYA WATERSTONES BOOK OF YEAR 2023An award-winning mathematician explores the maths behind the games we love and why we love to play them.Where should you move first in Connect 4?Which property is best in Monopoly?How can pi help you win Rock Paper Scissors?Crossing oceans, continents and millennia, award-winning mathematician Marcus du Sautoy explores how maths and games have always been deeply intertwined. As well as being integral to human psychology and culture throughout the ages, games provided the first opportunities for deep mathematical insight into the world. This grand adventure teaches us how to strategise, play better and win more often.The subject matter is fun (I mean, isn't it quite literally the definition of fun?) and du Sautoy's enthusiasm is infectious' THE SUNDAY TIMES''A delightful and addictive celebration of games. You'll keep wanting one more go'' DARA Ó BRIAIN, author of Is There Anybody Out There?Lively, creative and humane exactly as one would expect from Marcus du Sautoy' TIM HARFORD, author of How To Make The World Add UpYou do not need to be a seasoned player nor a skilled mathematician to relish this enchanting read. However, this book may just encourage you to become the one or the other' REINER KNIZIA, award-winning game designerTrade Review‘With the lightest of touches du Sautoy manages persuasively to show how games are both narratives that speak about us and structures whose ideas underlie everything in our known universe. And on top of it, the book serves as an absolutely indispensable compendium. Rainy weekends in Cornwall will now be welcomed’ Stephen Fry 'A delightful and addictive celebration of games. You’ll keeping wanting one more go' Dara Ó Briain ‘Whether your game is Go, Dungeons and Dragons, or Chocolate Chilli Roulette, you'll find this book adorable. It's lively, creative and humane – exactly as one would expect from Marcus du Sautoy’ Tim Harford, author of How To Make The World Add Up ‘The book encapsulates the very essence of human ingenuity and our intrinsic love for play and exploration. You do not need to be a seasoned player nor a skilled mathematician to relish this enchanting read. However, this book may just encourage you to become the one or the other’ Reiner Knizia, award-winning game designer

    7 in stock

    £15.29

  • Nostalgia and Videogame Music: A Primer of Case

    Intellect Books Nostalgia and Videogame Music: A Primer of Case

    Out of stock

    Book SynopsisThis book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.Table of ContentsDedication and Acknowledgments Introduction – Vincent E. Rone PART 1: ARTICULATING NOSTALGIA AND VIDEOGAME MUSIC 1. A Player’s Guide to the Psychology of Nostalgia and Videogame Music – Michael Vitalino and Vincent E. Rone 2. And the Music Keeps on Playing: Nostalgia in Paraludical Videogame Music Consumption – Sebastian Diaz-Gasca PART 2: OBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 3. My Childhood Is in Your Hands: Videogame Concerts as Commodified and Tangible Nostalgic Experiences – Elizabeth Hunt 4. Remembering the Rules: Immersive Nostalgia in Final Fantasy Leitmotifs – Can Aksoy 5. The Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based Videogames –Jonathan Waxman PART 3: SUBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 6. A Link between Worlds: Nostalgia and Liminality in Musical Covers of The Legend of Zelda – Alec Nunes 7. You Unlock This Game with the Key of Imagination: The Twilight Zone: The Game (2014), Musical Parody, and the Sound of Nostalgia – Reba A. Wissner 8. “This Game Stinks”: Musical Parody and Nostalgia in EarthBound – Justin Sextro PART 4: CONFRONTING NOSTALGIA AND VIDEOGAME MUSIC 9. Playing Music Videos: Three Case Studies of Interaction between Performing Videogames and Remembering Music Videos – Brent Ferguson and T. J. Laws-Nicola 10. Remembering Tomorrow: Music and Nostalgia in Fallout’s Retro-Future – Jessica Kizzire 11. Confronting Nostalgia for Racism in American Popular Music via BioShock Infinite – Sarah Pozderac-Chenevey Notes on Contributors Index

    Out of stock

    £28.50

  • Dream Lovers

    Pluto Press Dream Lovers

    15 in stock

    Book SynopsisHow (and why) are new technologies radically reshaping our desires?Trade Review'If you want a glimpse into how our desires are manufactured under our new techno-feudal order, and how love can prove our last defence, read Alfie Bown's 'Dream Lovers'' -- Yanis Varoufakis'Alfie Bown is one of the smartest writers around. Dream Lovers is an exciting, astute analysis of how our capacity for desire and reverie has been slotted into the grooves of digital capitalism, and made to work for profit - from porn to Pokémon' -- Richard Seymour, author of 'The Twittering Machine''A brisk and engaging examination of the gamification of love, a sharp analysis of contemporary technopolitics and of the synthetic quality of desire' -- Helen Hester, Professor of Gender, Technology and Cultural Politics at the University of West London, and author of 'After Work: The Fight for Free Time' with Nick Srnicek'Informative, entertaining and devastating all at once. Extremely well-argued and persuasive, it clearly shows how the technologies that promise to help us find love, or even just sex, are also perfectly designed to exploit us at our most vulnerable' -- Anouchka Grose, writer and psychoanalyst at the Centre for Freudian Analysis and Research'When love is being turned into NFTs and algorithms know more about our desires than ourselves, we should subject this new libidinal economy to ruthless analysis. Dream Lovers does precisely this in an erudite and exciting way' -- Srećko Horvat, author of 'The Radicality of Love'Table of ContentsIntroduction: The Grindr Saga 1. Data Love 2. The Digital Libidinal City 3. Simulation and Stimulation: from Games to Porn 4. The Match: Metaphor vs Metonymy Conclusion: Ready Worker One

    15 in stock

    £15.29

  • Next Level Games Review 2023 A bumper illustrated

    HarperCollins Publishers Next Level Games Review 2023 A bumper illustrated

    3 in stock

    Book SynopsisTake it to the next level! Bursting with the biggest games, latest trends, and hottest news, Next Level Games Review 2023 is the ultimate annual gaming guide.Inside you'll discover a recap of the last twelve months in gaming and a preview of what's coming soon, plus an exclusive intro written by YouTube, TV, and radio presenter Julia Hardy.Whether you want to relive the action in Deathloop, learn about the exciting new Steam Deck, get a head start in Switch Sports, explore Minecraft biomes, become an MMO champion, join the Guardians of the Galaxy aboard the Milano, catch new Diamond and Pearl Pokémon, check out indie adventures, build your Ultimate Team in FIFA, or return to The Lands Between in Elden Ring, this guide is a game-changer!200+ GAMES: Find out surprising stats and entertaining facts on over 200 games, including Mario, Demon Slayer, Forza, Call of Duty, Genshin Impact, Roblox, Tom Clancy's Rainbow Six, Sonic, Final Fantasy, Madden NFL, and The Legend of Zelda.PERFECT FOR NE

    3 in stock

    £18.00

  • One Up

    Columbia University Press One Up

    2 in stock

    Book SynopsisOne Up offers a pioneering empirical analysis of strategy in the video games industry to explain how it has gone from the fringe to the mainstream. Drawing on years of practical and academic experience in the interactive entertainment field, Joost van Dreunen analyzes how business model innovation has made the video game industry what it is today.Trade ReviewOne Up is by far the best book I’ve read about the business of video games. It’s at once analytical, instructional, and highly readable. It should be required reading for anyone interested in the interplay of creativity, innovation, and business strategy in interactive entertainment. -- Ben Feder, president, international partnerships (North America), Tencent GamesJoost van Dreunen’s One Up reflects his many years of experience and makes interesting observations about the games business, offering his unique perspective as a consultant and an academic. His positioning at the intersection between creators, manufacturers, business executives, investors, and financial analysts makes his book a must-read for anyone interested in learning more about the games business. -- Michael Pachter, managing director and equity research analyst, Wedbush SecuritiesThe essential book for understanding the changing landscape of the game industry, as it has moved from physical goods to downloads to continually evolving games-as-a-service. -- Jesper Juul, author of Handmade Pixels: Independent Video Games and the Quest for AuthenticityIn One Up, Joost van Dreunen illustrates how business and strategy decisions can make or break the success of a game or platform. He breaks down the complex, rapidly changing business of video games in a way that will enlighten and entertain industry veterans, investors, and noobs alike. -- Ashley McEnery, business operations, DiscordThere were no good books about the video games business, until now. One Up is required reading for anyone who wants to understand how video games went from a toy in the basement to the most dynamic sector of the global entertainment industry. -- Ben Decker, head of gaming services marketing, MicrosoftIt is almost impossible to predict the future perfectly, but it is essential to be open to new opportunities. One Up provides the historical context for our creative business and how we seek to capture the cultural zeitgeist for fun, for profit, or simply to share our creative universe with others. Joost van Dreunen highlights how an ability to identify an emerging gaming trend provides an insurmountable advantage that requires its own flawless execution to achieve critical mass and mainstream awareness. -- Solomon Foshko, director of strategic intelligence and new product analytics, WargamingThis definitive guide covers key historical topics in the gaming industry, providing a basis for understanding where it is today and where it is going tomorrow. Whether you are a new apprentice, a seasoned executive, or creator, this book can broaden your horizons for our exciting field. -- Jay Chi, founder, Makers FundOne Up cleverly draws on a very unique set of insights from industry data and academic research and confronts (and subsequently dispels) many industry myths head on. It is a pleasure to read and a valuable contribution not only to the field of game production studies but also to popular discussions about the industry. -- David B. Nieborg, University of TorontoEssential reading for those who want to teach or become employed in the production of video games. * Choice *Table of ContentsPrefaceAcknowledgmentsIntroductionPart I. Games as a Product1. Digitalization of Interactive Entertainment2. Games Industry Basics3. Empire on the Edge of the VolcanoPart II. Games as a Service4. Everyone IS a Gamer Now5. Myth of the Mobile Millionaire6. Greatly Exaggerated Death of the Console7. Glorious Return of PC GamingPart III. Games as Media8. Epic Quest for Intellectual Property9. Watching Other People Play Video Games, and Why10. Next-Gen Revenue ModelsConclusionAppendix: Empirical ProceduresNotesBibliographyIndex

    2 in stock

    £21.25

  • The Essential Guide to the Business  Law of

    CRC Press The Essential Guide to the Business Law of

    1 in stock

    Book SynopsisAs esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past. Mitch Reames, AdWeek and Esports InsiderJustinâs exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space.Kevin Hitt, The Esports ObserverThe Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in todayâs esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business aTable of Contents1 Introduction to Esports & Professional Video Gaming Law 12 Intellectual Property Law and Its Impact on The Esports Business Ecosytem 553 Business and Tax Law and Its Impact on the Esports Business Ecosytem 734 Immigration and Employment Law and Its Impact on the Esports Business Ecosystem 895 Contract Law and Its Impact on the Esports Business Ecosytem 1036 Some Other Ancillary Esports Legal and Business Topics 171

    1 in stock

    £44.64

  • Dream Lovers  The Gamification of Relationships

    Pluto Press Dream Lovers The Gamification of Relationships

    15 in stock

    Book SynopsisHow (and why) are new technologies radically reshaping our desires?Trade Review'If you want a glimpse into how our desires are manufactured under our new techno-feudal order, and how love can prove our last defence, read Alfie Bown's 'Dream Lovers'' -- Yanis Varoufakis'Alfie Bown is one of the smartest writers around. Dream Lovers is an exciting, astute analysis of how our capacity for desire and reverie has been slotted into the grooves of digital capitalism, and made to work for profit - from porn to Pokémon' -- Richard Seymour, author of 'The Twittering Machine''A brisk and engaging examination of the gamification of love, a sharp analysis of contemporary technopolitics and of the synthetic quality of desire' -- Helen Hester, Professor of Gender, Technology and Cultural Politics at the University of West London, and author of 'After Work: The Fight for Free Time' with Nick Srnicek'Informative, entertaining and devastating all at once. Extremely well-argued and persuasive, it clearly shows how the technologies that promise to help us find love, or even just sex, are also perfectly designed to exploit us at our most vulnerable' -- Anouchka Grose, writer and psychoanalyst at the Centre for Freudian Analysis and Research'When love is being turned into NFTs and algorithms know more about our desires than ourselves, we should subject this new libidinal economy to ruthless analysis. Dream Lovers does precisely this in an erudite and exciting way' -- Srećko Horvat, author of 'The Radicality of Love'Table of ContentsIntroduction: The Grindr Saga 1. Data Love 2. The Digital Libidinal City 3. Simulation and Stimulation: from Games to Porn 4. The Match: Metaphor vs Metonymy Conclusion: Ready Worker One

    15 in stock

    £68.00

  • Mojang AB Minecraft Blockopedia Updated Edition

    HarperCollins Publishers Mojang AB Minecraft Blockopedia Updated Edition

    Out of stock

    Book SynopsisBursting with facts on over 600 unique blocks!

    Out of stock

    £23.75

  • Esports Insights

    Taylor & Francis Ltd Esports Insights

    1 in stock

    Book SynopsisEsports Insights outlines the fundamental characteristics, features, and structures of the rapidly growing esports industry and acts as the perfect primer for readers without any prior knowledge of esports.Featuring international case studies in every chapter, this book showcases the contemporary nature of esports through illustrative, industry examples. By offering a concise and easy to understand introduction, it discusses the key components, stakeholders, and features of this commercially driven sector, which by its very nature is dynamic and highly complex. Exploring current regulatory and governance structures within esports, it unpacks the industry's essential features by outlining the various genres, formats and stakeholders who are instrumental to the functioning of the esports industry. Adopting a critical but balanced analysis, the book discusses the social benefits of esports, outlining its potential as a tool for social inclusion and sport development, whilTable of Contents1. Esports Fundamentals, 2. Esports Governance and Regulation, 3. Esports as a Mechanism for Social Change, 4. Esports, Health and Wellbeing, 5. Esports Evolution

    1 in stock

    £47.49

  • Easy to Learn, Difficult to Master: Pong, Atari,

    Bold Type Books Easy to Learn, Difficult to Master: Pong, Atari,

    15 in stock

    Book SynopsisThe gripping origin story of Pong, Atari, and the digital icons who defined the world of video games.A deep, nostalgic dive into the advent of gaming, Easy to Learn, Difficult to Master returns us to the emerging culture of Silicon Valley. At the center of this graphic history, dynamically drawn in colors inspired by old computer screens, is the epic feud that raged between Atari founder Nolan Bushnell and inventor Ralph Baer for the title of ?father of the video game.?While Baer, a Jewish immigrant whose family fled Germany for America, developed the first TV video-game console and ping-pong game in the 1960s, Bushnell, a self-taught whiz kid from Utah, put out Atari?s pioneering table-tennis arcade game, Pong, in 1972. Thus, a prolonged battle began over who truly spearheaded the multibillion-dollar gaming industry, and around it a sweeping narrative about invention, inspiration, and the seeds of digital revolution.

    15 in stock

    £13.49

  • A Game Maker's Life: A Hall of Fame Game Inventor

    Permuted Press A Game Maker's Life: A Hall of Fame Game Inventor

    1 in stock

    Book SynopsisHow do you spark genius? How do you earn a profit from fun? And how do you overcome unthinkable challenges? The developer of Simon, Fashion Polly Pocket, UNO Attack!, My Size Barbie, and Operation explains it all in this fascinating story of toys, transformation, and murder.In his captivating memoir, Jeffrey Breslow tells how: • Creating a game is a mix of Rube Goldberg, Santa’s elves, mass production, and the bottom line. • He oversaw two multi-million dollar businesses that earned profits for more than four decades. Even while the industry transformed itself from using cardboard and plastics into electronics, his companies never acquired debt and never borrowed money from a bank! • He overcame the terrible misfortune of a deadly workplace shooting and led his shaken employees through the tragedy and back to running a thriving business. Millions of people around the world have played with games and toys Breslow and his partners invented—perhaps you have, too! Now, read Breslow’s remarkable story and see how a flash of inspiration, followed by hard work and ingenuity, brought these wonderful games to life.

    1 in stock

    £17.00

  • 100 Best Video Games (That Never Existed)

    Rebellion Publishing Ltd. 100 Best Video Games (That Never Existed)

    3 in stock

    Book SynopsisThe World's First Post-Truth Gaming BookAfter rashly tweeting he would dream up an imaginary computer game for every 'like' received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made.Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn't just throw out silly ideas – it expands on them in relentless, excruciating detail.

    3 in stock

    £11.69

  • Gaming for Good: Unlocking the Power of Gaming to

    1 in stock

    £16.19

  • Things I Learned from Mario's Butt

    Unbound Things I Learned from Mario's Butt

    Out of stock

    Book SynopsisHave you ever wondered why some video game characters wear trousers and others don’t? Or pondered the connection between a character’s toned, muscular derrière and their level of dexterity? What about the depth of a crack, the jiggle of a cheek?When it comes to video game character designs, one of the most overlooked aspects is the buttocks. Sure, we might appreciate a nice toned butt on a character or giggle at GIFs of farts from time to time, but how often do we stop to really think about the meaning of the butt?In Things I Learned from Mario’s Butt, video game critic Laura Kate Dale brings backsides to the foreground, analysing dozens of posteriors and asking the important questions: Has Mario let himself go? Do Link’s small buttocks hold him back? When he dies, is Pac-Man eaten by his own caboose?Wedged full of original artwork by Zack Flavin, and featuring interviews with game developers and guest butt reviews from gaming favourites such as Jim Sterling, Stuart Ashen, Brentalfloss and more, this book is a deep dive into why butts are downright integral to the games we play. So, crack it open and have a cheeky look inside at some of the most interesting bottoms the world of video games has to offer.Trade Review"The weirdest thing I have ever written" Justin McElroy

    Out of stock

    £23.75

  • Nostalgia and Videogame Music: A Primer of Case

    Intellect Books Nostalgia and Videogame Music: A Primer of Case

    Out of stock

    Book SynopsisThis book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.Table of ContentsDedication and Acknowledgments Introduction – Vincent E. Rone PART 1: ARTICULATING NOSTALGIA AND VIDEOGAME MUSIC 1. A Player’s Guide to the Psychology of Nostalgia and Videogame Music – Michael Vitalino and Vincent E. Rone 2. And the Music Keeps on Playing: Nostalgia in Paraludical Videogame Music Consumption – Sebastian Diaz-Gasca PART 2: OBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 3. My Childhood Is in Your Hands: Videogame Concerts as Commodified and Tangible Nostalgic Experiences – Elizabeth Hunt 4. Remembering the Rules: Immersive Nostalgia in Final Fantasy Leitmotifs – Can Aksoy 5. The Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based Videogames –Jonathan Waxman PART 3: SUBJECTIFYING NOSTALGIA AND VIDEOGAME MUSIC 6. A Link between Worlds: Nostalgia and Liminality in Musical Covers of The Legend of Zelda – Alec Nunes 7. You Unlock This Game with the Key of Imagination: The Twilight Zone: The Game (2014), Musical Parody, and the Sound of Nostalgia – Reba A. Wissner 8. “This Game Stinks”: Musical Parody and Nostalgia in EarthBound – Justin Sextro PART 4: CONFRONTING NOSTALGIA AND VIDEOGAME MUSIC 9. Playing Music Videos: Three Case Studies of Interaction between Performing Videogames and Remembering Music Videos – Brent Ferguson and T. J. Laws-Nicola 10. Remembering Tomorrow: Music and Nostalgia in Fallout’s Retro-Future – Jessica Kizzire 11. Confronting Nostalgia for Racism in American Popular Music via BioShock Infinite – Sarah Pozderac-Chenevey Notes on Contributors Index

    Out of stock

    £81.00

  • Critical Hits: Writers on Gaming and the

    Profile Books Ltd Critical Hits: Writers on Gaming and the

    4 in stock

    Book Synopsis'A loot drop of brilliance' Naomi Alderman, author of The Power 'Critical Hits is an exciting, original and rich collection. It made me want to read more, to write more, and - I admit without shame - to play more' New Statesman Whether you're an avid gamer, a Twitch subscriber, or just an incidental Subway Surfer, video games have changed the way you interact with the world, and have been part of our lives for over fifty years. Critical Hits is a celebration of play and playfulness, and the lasting impact of videogames. Composed of sharp, impassioned, and inquisitive essays, this collection begins with an introduction by Carmen Maria Machado and presents video games through the eyes of eighteen writer-gamers as they straddle real and artificial worlds. In games, they find solace from illness and grief, test ideas about language, bodies, race, and technology, and see their experiences and identities reflected in-or complicated by-the interactive virtual realities they inhabit. From a deep dive into "portal fantasy" games by Charlie Jane Anders and a comic by MariNaomi about her time as a video game producer, to the overlaps in gaming and poetry by Stephen Sexton, Critical Hits illuminates fragments of an industry that is wildly popular, grossly misunderstood, and absolutely spellbinding.Trade ReviewThese fun, funny, occasionally cutting but often affirming essays celebrate the surprising potency of video games and virtual experiences. With any luck, this book will find a place of honour on every literary gamer's bookshelf -- Tom Bissell, author of Extra Lives: Why Video Games MatterA loot drop of brilliance, and a hugely satisfying and entirely convincing literary salvo on the artistic worth of games in our lives -- Naomi Alderman, author of The PowerIn this variety pack of exciting essays, writers make an electric case for the essentiality of video games, both as storytelling aids and as ways of understanding the world ... Critical Hits marks the welcome ascendance of an emerging body of gamer literature -- Adrienne Westenfeld * Esquire, "Best Books of Fall 2023" *Insightful ... The diverse entries highlight the ways in which the far out plots of video games can change how players understand themselves and the world around them. Gamers with a literary bent should take a look * Publishers Weekly *Alexander Chee, Charlie Jane Anders, Hanif Abdurraqib, and other writers who love gaming wax poetic about the lasting emotional impact that comes with playing some of the most popular video games on the market: The Last of Us, Call of Duty, and Disco Elysium * Time Magazine, "Most Anticipated Books of Fall 2023" *A veritable arcade of essays on the cultural vitality of video games -- Michelle Hart * Electric Literature, "Most Anticipated LGBTQ+ Books for Fall 2023" *Those who've never thought about video games in a critical, introspective light before may never play them the same way again after reading Critical Hits. For those who have, this is the book you've been waiting for * Buzz Magazine *

    4 in stock

    £13.49

  • Video Games, Crime and Next-Gen Deviance:

    Emerald Publishing Limited Video Games, Crime and Next-Gen Deviance:

    15 in stock

    Book SynopsisThe ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. In recent decades the video games industry has grown astronomically, quickly becoming a substantial part of our everyday lives. Alongside the rise of this technology, the media, academia and, in some cases, governments, have drawn correlations between video games and serious instances of violence, focusing most notably on mass shootings. This narrow debate has distracted from our understanding of many of the harms which video games can, in some cases, cause, perpetuate or hide.Drawing upon the emerging deviant leisure perspective, this book seeks to re-orientate the debate on video games and their associated potential harms. Through the examination of culturally embedded harms such as gambling, sexual violence and addiction, together with the rise in swatting and other activities, the authors explore the notion that video games are inexplicably intertwined with aspects of deviancy.Table of ContentsChapter 1.Introduction; Craig Kelly, Adam Lynes and Kevin Hoffin Chapter 2. Social Scientists as the Architects of their own Defeat in the Study of Video Games; Max Hart Chapter 3. A chronology of video game deviance; Kevin Hoffin and Elaine DeVos Chapter 4. Death by Swat: The Three Elements of Swatting; John Bahadur Lamb Chapter 5. Addiction, gambling and Gaming: Chasing the Digital Dragon; Melindy Brown and Saabirah Osman Chapter 6. The democratisation of white-collar criminality in video games; Craig Kelly and Adam Lynes Chapter 7. Representation of LGBTQ Communities in the Grand Theft Auto Series; Ben Colliver Chapter 8. The Normalisation of Sexual Deviance and Sexual Violence in Video Games; Kevin Hoffin and Geraldine Lee-Treweek Chapter 9. ‘Gaming the System?’ The Merits, Myth and Realities in Understanding Prison Architect: Security, Rehabilitation and Violence as Represented in the World’s Bestselling Carceral Video Game; James Treadwell Chapter 10. Conclusion; Craig Kelly, Adam Lynes and Kevin Hoffin

    15 in stock

    £20.99

  • Gamification for Tourism

    Channel View Publications Ltd Gamification for Tourism

    Out of stock

    Book SynopsisThis 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.Trade ReviewGiven the global Covid-19 crisis, the importance of digital for travel has grown massively. Gamification adds value to digital interactions by creating more interesting and compelling digital experiences. By presenting the state of the art in both the theory and practice of gamification, this text makes a valuable contribution for anyone wanting to compete in our new and increasingly virtual travel marketplace. * Peter O'Connor, University of South Australia, Australia *Rich in theory and filled with practical cases from around the globe, this book convincingly shows how central gamification and gaming are to experience creation and persuasion in the hedonic context of tourism and hospitality. The many illustrations make it an especially engaging read! * Ulrike Gretzel, University of Southern California, USA *In hard times we must not forget the importance of having fun and enjoying life. Thus, gamification as a playful approach to interacting with systems is not only an emerging field in IT and tourism, but also a reminder not to forget the sunny side of life. I enjoyed reading this excellent collection of papers, by both well established and new researchers. * Hannes Werthner, Vienna University of Technology, Austria *Given the growing demand for co-created novel and memorable experience, and the capabilities of digitalization to support it, the book “Gamification for Tourism” is a valuable source of theoretical and empirical knowledge for tourist academicians and practitioners, who search for innovative ways to design advanced tourist experience. -- Katerina Volchek, Deggendorf Institute of Technology, Germany * Information Technology & Tourism, January 2022 *The volume delivers a wealth of case studies from all over the world, including original applications and games, participation through third-party apps (e.g., Pokémon Go), and adaptations of existing technologies (e.g., geocaching) [...] Highly recommended. -- L. deLaubell, SUNY Cortland, USA * CHOICE connect, Vol. 60 No. 1 *Table of ContentsFigures and Tables Acknowledgements Contributors Chapter 1. Feifei Xu & Dimitrios Buhalis: Gamification in Tourism: The Cutting-Edge Trend in Tourism Part 1: Gamification Theories Chapter 2. Demos Parapanos & Eleni Michopoulou: Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle Chapter 3. Russell B. Williams: Understanding Games and Gamified Experiences: The MAPS-AIM Model Chapter 4. Ye (Sandy) Shen & Marion Joppe: Gamification: Practices, Benefits and Challenges Part 2: Gamification Application and Case Studies Chapter 5. Zuhal Cilingir Uk & Yaşar Gultekin: Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model Chapter 6. Marianna Sigala & Elin Nilsson: Innovating the Restaurant Industry: The Gamification of Business Models and Customer Experiences Chapter 7. Feifei Xu and Shaojin Li: Destination Marketing via Gamification: A Case Study of the Austria Adventure Game Chapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal Chapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spanish Cases Chapter 10. Russell B. Williams: Pokémon GO: Serious Leisure and Game-Playing Tourists Chapter 11. Sara MacBride-Stewart, Clare Parsons and Ilona Carati: Playfulness and Game Play: Using Geocaching to Engage Young People’s Well-being in a National Park Chapter 12. Evrim Çeltek: Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications Chapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion Index

    Out of stock

    £107.96

  • Gamification for Tourism

    Channel View Publications Ltd Gamification for Tourism

    1 in stock

    Book SynopsisThis 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.Trade ReviewGiven the global Covid-19 crisis, the importance of digital for travel has grown massively. Gamification adds value to digital interactions by creating more interesting and compelling digital experiences. By presenting the state of the art in both the theory and practice of gamification, this text makes a valuable contribution for anyone wanting to compete in our new and increasingly virtual travel marketplace. * Peter O'Connor, University of South Australia, Australia *Rich in theory and filled with practical cases from around the globe, this book convincingly shows how central gamification and gaming are to experience creation and persuasion in the hedonic context of tourism and hospitality. The many illustrations make it an especially engaging read! * Ulrike Gretzel, University of Southern California, USA *In hard times we must not forget the importance of having fun and enjoying life. Thus, gamification as a playful approach to interacting with systems is not only an emerging field in IT and tourism, but also a reminder not to forget the sunny side of life. I enjoyed reading this excellent collection of papers, by both well established and new researchers. * Hannes Werthner, Vienna University of Technology, Austria *Given the growing demand for co-created novel and memorable experience, and the capabilities of digitalization to support it, the book “Gamification for Tourism” is a valuable source of theoretical and empirical knowledge for tourist academicians and practitioners, who search for innovative ways to design advanced tourist experience. -- Katerina Volchek, Deggendorf Institute of Technology, Germany * Information Technology & Tourism, January 2022 *The volume delivers a wealth of case studies from all over the world, including original applications and games, participation through third-party apps (e.g., Pokémon Go), and adaptations of existing technologies (e.g., geocaching) [...] Highly recommended. -- L. deLaubell, SUNY Cortland, USA * CHOICE connect, Vol. 60 No. 1 *Table of ContentsFigures and Tables Acknowledgements Contributors Chapter 1. Feifei Xu & Dimitrios Buhalis: Gamification in Tourism: The Cutting-Edge Trend in Tourism Part 1: Gamification Theories Chapter 2. Demos Parapanos & Eleni Michopoulou: Gamification, Game Mechanics, Game Thinking and Players' Profile and Life Cycle Chapter 3. Russell B. Williams: Understanding Games and Gamified Experiences: The MAPS-AIM Model Chapter 4. Ye (Sandy) Shen & Marion Joppe: Gamification: Practices, Benefits and Challenges Part 2: Gamification Application and Case Studies Chapter 5. Zuhal Cilingir Uk & Yaşar Gultekin: Gamification Applications in Hospitality and Airline Industries: A Unified Gamification Model Chapter 6. Marianna Sigala & Elin Nilsson: Innovating the Restaurant Industry: The Gamification of Business Models and Customer Experiences Chapter 7. Feifei Xu and Shaojin Li: Destination Marketing via Gamification: A Case Study of the Austria Adventure Game Chapter 8. Luiz Pinto Machado: Gamification and Geocaching for Tourism Destinations: Marketing Madeira, Portugal Chapter 9. Pablo Garrido-Pintado: Advergaming in Tourism: Spanish Cases Chapter 10. Russell B. Williams: Pokémon GO: Serious Leisure and Game-Playing Tourists Chapter 11. Sara MacBride-Stewart, Clare Parsons and Ilona Carati: Playfulness and Game Play: Using Geocaching to Engage Young People’s Well-being in a National Park Chapter 12. Evrim Çeltek: Gamification: Augmented Reality, Virtual Reality Games and Tourism Marketing Applications Chapter 13. Feifei Xu & Dimitrios Buhalis: Conclusion Index

    1 in stock

    £37.95

  • Gamish: A Graphic History of Gaming

    Penguin Books Ltd Gamish: A Graphic History of Gaming

    3 in stock

    Book Synopsis*Shortlisted for the British Book Design and Production Award for Graphic Novels*'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The ScotsmanA thrilling illustrated journey through the history of video games and what they really mean to usPac-Man. Mario. Minecraft. Doom.Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in?This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.Trade ReviewGamish is a fascinating read. Insights for anyone who games, and revelations for those who don't -- Val McDermidFascinating, revealing and thoughtful ... Ross constructs loving, pastel-coloured visual narrative around titles such as Metroid, Doom and Papers Please, exploring not just the timeline of games but also the culture that makes and consumes them -- Keith Stuart * Guardian *A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction -- Hannah Sycamore * The Scotsman *A very fast paced and entertaining read * Metro *Gamish is warm, it has a sense of fun and humour and importantly it has a lot of optimism for the media and for the way it can empower all sorts of people (the book takes pains to include a lot of diversity in the characters we see, which again I appreciated greatly), and right now that feels like a wonderful, uplifting notion to leave the readers on -- Joe Gordon * Down the Tubes *I'm adding non-fiction comic book Gamish to my Christmas list. It's a graphical history of gaming, with an emphasis less on the technological beats of the last 40 years, and more on the games themselves and the culture surrounding them -- Colin Campbell

    3 in stock

    £18.70

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