Computer games design Books

124 products


  • Unity 2018 Game Development in 24 Hours Sams

    Pearson Education (US) Unity 2018 Game Development in 24 Hours Sams

    15 in stock

    Book SynopsisMike Geig is the global head of evangelism content at Unity Technologies, where he helps democratize game development by developing and delivering high-impact learning resources. Mike has experience as an indie game developer, a university educator, and an author. A gamer at heart, Mike works to make the development of interactive entertainment fun and accessible for all skill sets. Hi, Mom! Table of Contents HOUR 1: Introduction to Unity HOUR 2: Game Objects HOUR 3: Models, Materials, and Textures HOUR 4: Terrain and Environments HOUR 5: Lights and Cameras HOUR 6: Game 1: Amazing Racer HOUR 7: Scripting, Part 1 HOUR 8: Scripting, Part 2 HOUR 9: Collision HOUR 10: Game 2: Chaos Ball HOUR 11: Prefabs HOUR 12: 2D Game Tools HOUR 13: 2D Tilemap HOUR 14: User Interfaces HOUR 15: Game 3: Captain Blaster HOUR 16: Particle Systems HOUR 17: Animations HOUR 18: Animators HOUR 19: Timeline HOUR 20: Game 4: Gauntlet Runner HOUR 21: Audio HOUR 22: Mobile Development HOUR 23: Polish and Deploy HOUR 24: Wrap-up

    15 in stock

    £29.59

  • Game Data Science Oxford

    Oxford University Press Game Data Science Oxford

    1 in stock

    Book SynopsisGames Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games.Trade ReviewGame Data Science describes practical techniques to analyze user data, which can be used to drive decision-making at multiple levels. Analyzing user game data can offer designers and publishers useful insights that inform decision-making processes from the very early stages of game design, through the marketing process, to potential patches and updates. * Christopher Bartel, Metascience *The book is certainly invaluable. Game Data Science offers a practical guide to the currently available analytical tools. It will establish itself as foundational work in the field. * Christopher Bartel, Metascience *The book is certainly invaluable. Game Data Science offers a practical guide to the currently available analytical tools. It will establish itself as a foundational work in the field. * Christopher Bartel, Metascience *Table of ContentsChapter 1: Game Data Science: an Introduction Chapter 2: Data Pre-Processing Chapter 3: Introduction to Statistics and Probability Theory Chapter 4: Data Abstraction Chapter 5: Visual Analytics of Game Data Chapter 6: Clustering Methods in Game Data Science Chapter 7: Supervised Learning in Game Data Science Chapter 8: Model Evaluation and Validation Chapter 9: Neural Networks Chapter 10: Sequence Analysis of Game Data Chapter 11: Advanced Sequence Analysis Chapter 12: Social Network Analysis Chapter 13: Conclusions and Final Remarks

    1 in stock

    £90.25

  • The WellPlayed Game

    MIT Press Ltd The WellPlayed Game

    Book Synopsis

    £22.50

  • The Media Snatcher

    MIT Press The Media Snatcher

    1 in stock

    Book SynopsisAn in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games.In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher.Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He consider

    1 in stock

    £24.30

  • Elements of Game Design

    MIT Press Ltd Elements of Game Design

    10 in stock

    Book SynopsisAn introduction to the basic concepts of game design, focusing on techniques used in commercial game production.This textbook by a well-known game designer introduces the basics of game design, covering tools and techniques used by practitioners in commercial game production. It presents a model for analyzing game design in terms of three interconnected levels—mechanics and systems, gameplay, and player experience—and explains how novice game designers can use these three levels as a framework to guide their design process. The text is notable for emphasizing models and vocabulary used in industry practice and focusing on the design of games as dynamic systems of gameplay.The book first introduces the core model and framework for analyzing and designing games. It then discusses the three levels in detail, explaining player experience and identifying design goals; introducing low-level structural analysis of gameplay in terms of basic mechanics; descr

    10 in stock

    £27.00

  • Ambient Play Playful Thinking

    MIT Press Ltd Ambient Play Playful Thinking

    10 in stock

    Book SynopsisHow mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes.We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds.Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can

    10 in stock

    £16.99

  • Professional Techniques for Video Game Writing

    Taylor & Francis Ltd Professional Techniques for Video Game Writing

    1 in stock

    Book SynopsisThis second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in tTable of ContentsChapter 1 ◾ Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2 ◾ Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3 ◾ Documentation for Writers 21 John Feil, Paizo Chapter 4 ◾ Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5 ◾ Writing Tutorials: Write “Start” to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6 ◾ Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7 ◾ Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8 ◾ Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9 ◾ Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10 ◾ Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11 ◾ Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12 ◾ Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13 ◾ Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14 ◾ Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15 ◾ Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16 ◾ Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17 ◾ Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18 ◾ Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19 ◾ If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A ◾ CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE–SCREENPLAY FORMAT, 271 APPENDIX B ◾ BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE–MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C ◾ BARKS AND TASK SPREADSHEET, 291 APPENDIX D ◾ CASTING SIDES FOR CALL OF JUAREZ, 301

    1 in stock

    £42.74

  • Game Anim

    CRC Press Game Anim

    Out of stock

    Book SynopsisGame Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animatorâs perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture.The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features â 20 Years of Insight: Accumulated knowledge fromTable of ContentsChapter 1 The Video Game Animator What It Means To Be A Video Game AnimatorChapter 2 The Game Development EnvironmentChapter 3 The 12 Animation PrinciplesChapter 4 The Five Fundamentals of Game AnimationChapter 5 What You Need To KnowChapter 6 The Game Animation WorkflowChapter 7 Our Project: Pre-productionChapter 8 Our Project: Technical AnimationChapter 9 Our Project: Gameplay AnimationChapter 10 Our Project: Cinematics & FacialChapter 11 Our Project: Motion CaptureChapter 12 Our Project: Animation Team ManagementChapter 13 Our Project: Polish & DebugChapter 14 2D & Pixel Art AnimationChapter 15 The Future

    Out of stock

    £42.74

  • Like a Hurricane An Unofficial Oral History of

    Thames & Hudson Ltd Like a Hurricane An Unofficial Oral History of

    7 in stock

    Book SynopsisThe culmination of several years of research by games writer Matt Leone, Like a Hurricane gathers together over 60 voices, spread across continents, disciplines and companies, speaking candidly on the vision, fearlessness, and bold ambition that made Street Fighter II a household name. A collaboration between Read-Only Memory and Polygon, Like a Hurricane is an extended and enhanced print adaptation of Matt Leoneâs series of in-depth oral histories, published online in serial form by Polygon. This physical version has been extended and enhanced for print, featuring over 50 specially commissioned illustrations and extra research content. Featuring: Takashi âPistonâ Nishiyama, Hiroshi âFinishâ Matsumoto, Noritaka âPooâ Funamizu, Yoko âShimo-Pâ Shimomura, and more than 50 others, including dozens of former Capcom employees, former Gamest magazine editor Zenji Ishii, combo video pioneer Tomotaka âTZWâ Suzuki, U.S. Street Fighter box artist Mick McGinty, Incredible Technologies CEO Trade Review'The history of Street Fighter is hardly shrouded in mystery, but few books tell its story as well as Matt Leone’s … excellent … packed with wonderful detail … Leone has done fans a massive service by capturing the memories of those who were vital to Street Fighter’s creation and success, and has preserved them for future generations to enjoy … a treasure trove for any self-respecting Street Fighter fan' - Time Extension'If you’re eager to discover how Street Fighter II came to dominate early Nineties gaming, author Matt Leone has created an impressively comprehensive account of its impact here' - Retro Gamer'Like a Hurricane is crafted with deep love and an invaluable work for a series that has become synonymous with a genre that is living its most interesting days at this moment... This book will please both the fans who want to know the curiosities behind the development of this legendary game, as well as anyone who wants to know more about how we used to perform hadoukens back in the day, and how much has changed since then' - The GamerTable of ContentsChapter 01 Street Fighter; Chapter 02 Street Fighter II; Chapter 03 Fatal Fury; Chapter 04 Street Fighter II: Champion Edition; Chapter 05 Street Fighter II Turbo: Hyper Fighting; Chapter 06 Bringing the games home; Chapter 07 Ebb and flow; Chapter 08 Super Street Fighter II; Chapter 09 Super Street Fighter II Turbo; Chapter 10 Darkstalkers; Chapter 11 X-Men: Children of the Atom; Chapter 12 Street Fighter Alpha; Chapter 13 Street Fighter: The Movie: The Game; Chapter 14 Street Fighter EX; Chapter 15 Street Fighter III; Chapter 16 Capcom vs. SNK; Chapter 17 Moving on

    7 in stock

    £24.00

  • 500 Years Later An Oral History of Final Fantasy

    Thames & Hudson Ltd 500 Years Later An Oral History of Final Fantasy

    15 in stock

    Book SynopsisTwenty-five years ago, Matt Leone couldn't think of anything better to pad out his birthday thank you notes, so he filled them withMortal Kombat IIfacts and has been writing about games ever since. Currently, he's an editor at Polygon, working with freelancers and reporting on behind the scenes aspects of the game industry.Table of ContentsThe Interviewees: Shigeo Maruyama, Hironobu Sakaguchi, Motonori Sakakibara, Tomoyuki Takechi, Tatsuya Yoshinari, Kyoko Higo, Yoshihiro Maruyama, Hiroshi Kawai, Yoshinori Kitase, Tetsuya Nomura, Kazuyuki Hashimoto, Keith Boesky, Yoshitaka Amano, Shinichiro Kajitani, Darren Smith, Junichi Yanagihara, Shuhei Yoshida, Jun Iwasaki, George Harrison, Hiroki Chiba, Frank Hom, Nobuo Uematsu, Alexander O. Smith, Kazushige Nojima, Seth Luisi, David Bamberger, Elaine Di Iorio, William Chen, Rex Ishibashi, John Riccitiello, Yoichi Wada, Yusuke Naora

    15 in stock

    £24.00

  • The Pleasures of Computer Gaming Essays on

    McFarland & Company The Pleasures of Computer Gaming Essays on

    Out of stock

    Book SynopsisA collection of essays that situates the digital gaming phenomenon alongside broader debates in cultural and media studies. It maintains that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices.

    Out of stock

    £20.89

  • My Avatar My Self Identity in Video Roleplaying

    McFarland and Company, Inc. My Avatar My Self Identity in Video Roleplaying

    Out of stock

    Book SynopsisExamines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self.

    Out of stock

    £20.89

  • Unraveling Resident Evil Essays on the Complex

    McFarland and Company, Inc. Unraveling Resident Evil Essays on the Complex

    Out of stock

    Book SynopsisResident Evil is a multidimensional as well as multimedia universe: various books, graphic novels, games and movies all contribute to this enormous universe. The essays written for this volume focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, and discuss numerous issues regarding this universe.

    Out of stock

    £20.89

  • Video Games and the Mind

    McFarland & Company Video Games and the Mind

    Out of stock

    Book Synopsis Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.

    Out of stock

    £27.54

  • Games of Empire

    University of Minnesota Press Games of Empire

    15 in stock

    Book SynopsisTable of ContentsAcknowledgments Introduction: Games in the Age of Empire Part I. Game Engine: Labor, Capital, Machine 1. Immaterial Labor: A Workers' History of Videogaming 2. Cognitive Capitalism: Electronic Arts 3. Machinic Subjects: The Xbox and Its Rivals Part II. Gameplay: Virtual/Actual 4. Banal War: Full Spectrum Warrior 5. Biopower Play: World of Warcraft 6. Imperial City: Grand Theft Auto Part III. New Game? 7. Games of Multitude 8. Exodus: The Metaverse and the Mines Notes Bibliography Index

    15 in stock

    £15.19

  • How to Become a Video Game Artist

    Watson-Guptill Publications How to Become a Video Game Artist

    15 in stock

    Book SynopsisStarting with the basics of game creation and a look at the artistic skills necessary to get started, this title offers key roles for creators - from concept artists to character animators to marketing artists and beyond. It also features interviews with video game art professionals who've worked for top gaming companies.

    15 in stock

    £14.24

  • Drawing Basics and Video Game Art

    Watson-Guptill Publications Drawing Basics and Video Game Art

    15 in stock

    Book SynopsisA guide to learning the basic drawing skills needed to successfully create video game art. It demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. It features artwork from such hit video games as "Halo Reach", "Zelda", and "Super Mario Galaxy 2".Table of ContentsForeword by Tristan Donovan Preface Introduction Level 01/ Fundamentals Materials Basic Pencil Techniques Basic Perspective Basic Volumes Basic Lighting and Values Visual Measuring Tools Drawing Process Level 02/ Advanced Drawing Concepts Advanced Perspectives and Volumes Advanced Lighting and Values Atmospheric Perspective Landscape Drawing Level 03/ The Human Figure Gravity and Movement Proportions Skeletal Landmarks Level 04/ Anatomy Six Stages for Rendering Anatomy The Foot The Leg The Pelvis The Spine and Ribcage The Shoulder Girdle The Arm The Hand The Head and Neck Facial Expressions Level 05/ Elements of Design Frame Camera Angle Scale Grouping Lighting Line Shapes Subverting Conventions Level 06/ Character Design Good Studio Practice Brainstorming and Character Concept Visual Metaphors Mind-Map, Research, and Mood Board Thumbnail Development Final Character Drawing and Model Sheet Level 07/ Environment Design Character/Environment Shapes Building Construction Character-Centric Environment Design Top-Down Environment Design Gameplay Map Level 08/ Color and Digital Tools Color Adding Color with Digital Tools Professional Portfolio and Getting Work Bibliography Index

    15 in stock

    £16.49

  • Britsoft An Oral History

    Read-Only Memory Britsoft An Oral History

    1 in stock

    Book SynopsisA collective story of the early British games industry. Composed of interviews with 35 people who shaped the modern videogame, including David Braben (Elite), Peter Molyneux (Populous), Rob Hubbard (Commando) and Jeff Minter (Attack of the Mutant Camels), it documents a vibrant period of invention in Britain's cultural history.Table of ContentsPart 1 First Contact 29; Part 2 Money Makers 75; Photo Scrapbook 113; Part 3 Going Pro 129 Part 4 Booming Business 169; Press Clippings 209; Part 5 Game Press 225; Part 6 The Coming of 16-Bit 261; Game Artworks 305; Part 7 Maturing Industry 321; Part 8 End of the Era

    1 in stock

    £22.50

  • Creating HighQuality Vegetation for Games

    CRC Press Creating HighQuality Vegetation for Games

    2 in stock

    Book SynopsisThis is a start-to-finish guide on how to build high-quality vegetation for video games. The book gives readers the fundamentals of the craft and the skills needed to confidently create natural environments.Chapters cover everything from planning and gathering references, creating natural-looking ground cover with lots of variety, and building trees procedurally, as well as how to set up a realistic wind shader before combining all assets into a scene in Unreal Engine 5.This book will be of interest to all beginner and aspiring environment, and vegetation artists looking to learn how to create high-quality vegetation, as well as more experienced artists looking to hone their craft.

    2 in stock

    £46.54

  • World Building for Game Designers

    CRC Press World Building for Game Designers

    1 in stock

    Book SynopsisOur modern world is dominated by giant media companies, and increasingly they donât so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both. As yet, however, the art of building worlds has been only taught to writers of novels or films. The same worlds are frequently used across different modes of media, but successfully adapting them to games or building them for this purpose requires a specific approach.Unlike all other artforms, games mandate participation, with the audience stepping into the world of the game and taking on the roles that the rules and pieces demand of them. Likewise, whenever an audience engages with a fictional world they are inherently playing a game of make-believe and imagining themselves within a different context. This makes world building and gaming a perfect match, with each element giving

    1 in stock

    £46.54

  • The Semiotics of Architecture in Video Games

    Bloomsbury Publishing PLC The Semiotics of Architecture in Video Games

    Out of stock

    Book SynopsisVideo games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including:- How digital architecture relates to real architecture- Where the inspiration for digital gaming architecture comes from, and how it moves into new directions- How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and FTrade ReviewThis work by Gabriele Aroni is highly significant, having implications for the ways in which virtual architectures are evolving structurally, symbolically, and aesthetically, and how video game architecture provides a framework for understanding digital ways of creating texts. Aroni looks penetratingly at the points of contact between digital and real-world architecture and art, utilizing both semiotic concepts and the theory of anticipatory play. Aroni shows that the virtual world is both a representation of the real world and an interpretation of its possibilities, extending it considerably through virtual architecture. -- Marcel Danesi, University of Toronto, CanadaAroni’s writing is equally informed on architecture and video games and frequently connects the two in revealing ways. The book shows how virtual architecture is not just a setting for gameplay, but that its influence on level design communicates stories and engages the player. -- Grant Tavinor, Lincoln University, New ZealandTable of ContentsIntroduction 1. The Semiotics of Architecture 2. The Semiotics of Digital Games Spaces 3. Assassin’s Creed II 4. Final Fantasy XV 5. NaissanceE Conclusions Further Research Bibliography Ludography Works of Art

    Out of stock

    £95.00

  • Teaching Games and Game Studies in the Literature

    Bloomsbury Publishing PLC Teaching Games and Game Studies in the Literature

    1 in stock

    Book SynopsisTeaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is gTrade ReviewMy top one recommendation for scholars teaching at the intersection of literature and games. It strikes the perfect balance between theory and practice, and between well-known classics and new explorations. Whether veteran or apprentice, you will keep returning to this book for inspiration, guidelines or resources. I definitely will. * Michal Mochocki, Assistant Professor, Faculty of Literature, Kazimierz Wielki University in Bydgoszcz, Poland *Teaching Games thoughtfully frames how games and literature have always been in play, particularly for 21st century students. The collection offers meaningful ways to integrate games in humanities classes foregrounding course design, personal reflections, and engaging topics from close reading, ethics, and identity to translation, ludonarratology, even LARP. * Edmond Y. Chang, Assistant Professor of English, Ohio University, USA *If any teacher of literature in higher education has doubts about the value and importance of engaging their classes in the study of games, they should read this book. A stimulating exploration of the sometimes-forgotten centrality of ‘play’ in learning. * Andrew Green, Senior Lecturer in Education, Brunel University London, UK *Table of ContentsList of Figures Introduction: Ludology and Narratology in the Literature Classroom, Tison Pugh (University of Central Florida, USA) and Lynn Ramey (Vanderbilt University, USA) Part I: Theories of the Ludic and Literary Classroom 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough, Eric Detweiler (Middle Tennessee State University, USA) 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature, Regina Mills (Texas A&M University, USA) 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom, Nolan Bazinet (University of Sherbrooke, Canada) 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills, John Misak (New York Institute of Technology, USA) 5. Pwning Tolkien’s Trilogy: Game Studies in a Massively Open Online Course (MOOC), Jay Clayton (Vanderbilt University, USA) and Don Rodrigues (University of Memphis, USA) 6. How/Why We Read/Play: Conceptualizing Reader Goals in the Game of Literature, Mitchell Gunn (University of Toronto, Canada) Part II: Videogames and Interactive Media in the Literature Classroom 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century, Craig Carey (University of Southern Mississippi, USA) 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment, Ben Whaley (University of Calgary, Canada) 9. Intervening in Game Cultures: Video Game Streams and/as Literature, Cody Mejeur (University at Buffalo, USA) 10. Ethical Simulation Games in the Liberal Arts Classroom: Civilization V, SimEarth, and Sweatshop, Harry Brown and Nicole Lobdell (De Pauw University, USA) 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games, Chloe Anna Milligan (Pennsylvania State University, USA) Part III: Gaming Identity and Ideology in the Literature Classroom 12. Teaching the Iñupiaq Video Game Never Alone and/as Literature, Natalie Neill (York University, Canada) 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature, Jillian Sayre (Rutgers University, USA) 14. Playing in the Dark: Teaching Representation, Appropriation, and Identification with Assassin’s Creed III, James K. Harris (Bronx Community College, USA) 15. Constructing Subjectivities and Teaching Otherness through the Silent Hill Series, Katsuya Izumi (University at Albany, USA) Part IV: Gamifying the Literature Classroom 16. Film and Literature Instruction through Live-Action Role-Play, Evan Torner (University of Cincinnati, USA) 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom, Catherine Ryu (Michigan State University, USA) 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges, Benefits, and Iterations, Roger Travis (University of Connecticut, USA) 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience, Michelle Robinson (University of North Carolina at Chapel Hill, USA) and Marsha Penner (University of North Carolina at Chapel Hill, USA) 20. Making Feminist Games in the Gender Studies and Literature Classroom, Gabi Kirilloff (Texas Christian University, USA) Afterword: Confessions of a Game Scholar in an English Department, Anastasia Salter (University of Central Florida, USA) Resources Notes on Contributors Selected Bibliography Index

    1 in stock

    £28.49

  • The Art of Videogames

    John Wiley and Sons Ltd The Art of Videogames

    15 in stock

    Book SynopsisVideogames aren't just for children anymore. In fact, their fictional worlds now inspire us to judgments of perceptual beauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of the genre, The Art of Videogames presents a unique philosophical approach to the art of videogaming.Table of ContentsAcknowledgments. 1 The New Art of Videogames. 2 What Are Videogames Anyway? 3 Videogames and Fiction. 4 Stepping into Fictional Worlds. 5 Games through Fiction. 6 Videogames and Narrative. 7 Emotion in Videogaming. 8 The Morality of Videogames. 9 Videogames as Art. Glossary. References. Index.

    15 in stock

    £25.60

  • The Art of Videogames

    John Wiley and Sons Ltd The Art of Videogames

    15 in stock

    Book SynopsisVideogames aren't just for children anymore. In fact, their fictional worlds now inspire us to judgments of perceptual beauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of the genre, The Art of Videogames presents a unique philosophical approach to the art of videogaming.Table of ContentsAcknowledgments. 1 The New Art of Videogames. 2 What Are Videogames Anyway? 3 Videogames and Fiction. 4 Stepping into Fictional Worlds. 5 Games through Fiction. 6 Videogames and Narrative. 7 Emotion in Videogaming. 8 The Morality of Videogames. 9 Videogames as Art. Glossary. References. Index.

    15 in stock

    £62.06

  • Writing Games Centre Apps in iOS

    O'Reilly Media Writing Games Centre Apps in iOS

    4 in stock

    Book SynopsisLearn how to integrate Game Center features directly into your iPhone and iPad apps with the recipes in this short and concise cookbook. Each recipe gives you the solution and the code for adding features such as leaderboards, user authentication, achievements, multiplayer games and many others, using Apple's GameKit framework in the iOS SDK.

    4 in stock

    £13.59

  • Emerging Research and Trends in Gamification

    Idea Group,U.S. Emerging Research and Trends in Gamification

    Out of stock

    Book SynopsisBrings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. This publication presents timely, research-based chapters on the development of games and the real-world applications of game-thinking and game dynamics, as well as digital development, game design, human resource processes, social change, and video game learning.

    Out of stock

    £161.25

  • This is esports and How to Spell it  LONGLISTED

    Bloomsbury Publishing PLC This is esports and How to Spell it LONGLISTED

    5 in stock

    Book SynopsisPro gaming''s award-winning broadcaster Paul Redeye Chaloner brings us the definitive book on esports, the fastest growing entertainment phenomenon in the world today. Paul Redeye Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what''s it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? Redeye will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it''s all here, brought to you with the trademark wit--and access--of the industry''s most respected and experienced broadcaster. He''ll even tell you hTrade ReviewPaul has been involved with competitive gaming from its earliest days and his knowledge shines through here. This book is full of terrific stories and insights from the inside, not only of the booms and the busts, but the fascinating people who’ve grown the scene. It’s a must read not only for those interested in the rise of esports but gaming history in general. -- T.L. Taylor, Professor Massachusetts Institute of TechnologyPaul Chaloner is a living legend in the esports space. He has seen it all, survived it all and helped build it all. His expertise has created global admiration and his faith and hard work in esports have played integral roles in building a digital sport for a new digital world -- Jason Lake, founder and CEO of Complexity GamingTable of ContentsIntroduction Then and Now PART 1 This is esports (And how to spell it) From coin-ops to icons 1995-2005: Esports 1.0 Boom and Bust From Shooters to MOBAs (and back again) Enter the Internet Are fighting games an esport? Mod Makers vs Game Owners PART 2 Rivalries Life in an esports Team Rags to riches Growing Pains A Global Industry Going Live Game Over: Ready for Retirement Already? Esports Levels up: What next?

    5 in stock

    £11.69

  • Sidemen The Book

    Hodder & Stoughton Sidemen The Book

    2 in stock

    Book SynopsisBillions of you have watched their videos and millions of you have followed them on social media.So here we go; it''s time to back up because YouTube superstars, The Sidemen, are finally here in book form and they''re dishing the dirt on each other as well as the YouTube universe. There''s nowhere to hide as KSI, Miniminter, Behzinga, Zerkaa,Vikkstar123, Wroetoshaw and Tobjizzle go in hard on their living habits, their football ability, and their dodgy clobber, while also talking Fifa, Vegas and superheroes. They''ll also give you their grand house tour, letting you in on a few secrets, before showing you their hall of fame, as well as revealing some of their greatest shames.Along the way you''ll learn how seven of the world''s biggest YouTube stars started off with nothing more than a computer console, a PC and a bad haircut before joining forces to crush the internet. And they''ll tell you just how they did it (because they''re nice like that) with their ulTrade ReviewIt's a brilliant read which is funny and informative all at once. * The Sun *

    2 in stock

    £22.50

  • Women and Video Game Modding

    McFarland & Co Inc Women and Video Game Modding

    Out of stock

    Book Synopsis The world of video games has long revolved around a subset of its player base: straight, white males aged 18-25. Highly gendered marketing in the late 1990s and early 2000s widened the gap between this perceived base and the actual diverse group who buy video games. Despite reports from the Entertainment Software Association that nearly half of gamers identify as female, many developers continue to produce content reflecting this imaginary audience. Many female gamers are in turn modifying the games. Modders alter the appearance of characters, rewrite scenes and epilogues, enhance or add love scenes and create fairy tale happy endings. This is a collection of new essays on the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, Mass Effect and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexualityTable of ContentsIntroductionBridget Whelan"And nothing he has wrought shall be lost": Examining Race and Sexuality in the Mods of Dragon Age: Inquisition (Jennifer Collins)"Mod" About You: Exploring the Use of Mods as a Storytelling Technique (Anne Betz)LGBTQIA Inclusion in Dragon Age: Inquisition: Burning Down Stereotypes and Modding for Representation (Jessica Hylton) Simulated Ableism: The Sims and the Lack of Disability Representation (Shelly Jones)Regional and Ethnic Diversity in The Sims Mods (Hanna Wirman)#WeNeedDiverseLooks: Female Body Mods, Immersion and Curatorial Practices in the Gamer's Construction of the Fantasy Self (Cara Miele)Game Characters as Tools for Expression: Modding the Body in Mass Effect (Tanja Sihvonen)Gender-Considerate Digital Game Design (Leigh Hughes)About the ContributorsIndex

    Out of stock

    £27.54

  • GPU Pro 6

    Apple Academic Press Inc. GPU Pro 6

    1 in stock

    Book SynopsisThe latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 45 experts who cover the latest developments in graphics programming for games and movies.The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.The bTable of ContentsGeometry Manipulation. Rendering. Global Illumination Effects. Shadows. 3D Engine Design. GPGPU.

    1 in stock

    £74.09

  • iOS Swift Game Development Cookbook 3e

    O'Reilly Media iOS Swift Game Development Cookbook 3e

    1 in stock

    Book SynopsisReady to make amazing games for the iPhone and iPad? With Apple's Swift programming language, it's never been easier. This updated cookbook provides detailed recipes for managing a wide range of common iOS game-development issues, ranging from 2D and 3D math, SpriteKit, and OpenGL to augmented reality with ARKit.

    1 in stock

    £35.99

  • The Art of Borderlands 4

    Dark Horse Comics The Art of Borderlands 4

    15 in stock

    15 in stock

    £39.99

  • The Dream Architects: Adventures in the Video

    Little, Brown & Company The Dream Architects: Adventures in the Video

    5 in stock

    Book SynopsisAt Massive Entertainment, a Ubisoft studio, a key division of one of the largest, most influential companies in gaming, Managing Director Polfeldt has had a hand in some of the biggest video game franchises of today, from Assassin's Creed to Far Cry to Tom Clancy's The Division, the fastest-selling new series this generation which revitalized the Clancy brand in gaming.In THE DREAM ARCHITECTS, Polfeldt charts his course through a charmed, idiosyncratic career which began at the dawn of the Sony PlayStation and Microsoft Xbox era--from successfully pitching an Avatar game to James Cameron that will digitally create all of Pandora to enduring a week-long survivalist camp in the Scandinavian forest to better understand the post-apocalyptic future of The Division.Along the way, Polfeldt ruminates on how the video game industry has grown and changed, how and when games became art, and the medium's expanding artistic and storytelling potential. He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, THE DREAM ARCHITECTS is a seminal work about the biggest entertainment medium of today.

    5 in stock

    £13.49

  • Play to Learn: Everything You Need to Know About

    American Society for Training & Development Play to Learn: Everything You Need to Know About

    3 in stock

    Book SynopsisWhen trainers use games, learners win big.As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view.But how do you become the Milton Bradley of learning games? Play to Learn is here to help.This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs.Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.

    3 in stock

    £38.90

  • Make Your Own Twine Games!

    No Starch Press,US Make Your Own Twine Games!

    10 in stock

    Book SynopsisMake Your Own Twine Games! shows you how to make interactive fiction games using Twine, a beginner-friendly online tool for creating non-linear stories. Readers use basic web scripting to design choose-your-own-adventure games using author's games as examples. Anthropy walks readers through game development process from start to finish, covering everything from mapping out a game's structure and story to debugging the end product. Readers will understand what makes designing video games challenging and fun, and will feel ready to bring their own game ideas to life.

    10 in stock

    £14.44

  • Marx at the Arcade: Consoles, Controllers, and

    Haymarket Books Marx at the Arcade: Consoles, Controllers, and

    1 in stock

    Book SynopsisIn Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.Trade Review"Rejecting both fanboy boosterism and moralistic denunciations, Marx at the Arcade offers a refreshing approach to video games analysis. Woodcock never loses sight of the fact that the material conditions behind game production shapes the stories games tell and how they tell them, but does not reduce its analysis of the medium to these material conditions. The book highlights how it feels to actually play a game, what makes it fun, and why that participatory aspect matters when discussing what a game communicates as a cultural product." —Jacobin "Marx at the Arcade. Consoles, Controllers, and Class Struggle by Jamie Woodcock is a seminal text if you want to understand the power dynamics behind the production, distribution and consumption of video games, seen as cultural products through a Marxist lens." —Il Manifesto "Jamie Woodcock has written a book as fun and engrossing as any game. Not only does he bring a sharp Marxist analysis to the videogames industry--in turn, he uses games to further our understanding of Marx. Whether you game or not, an indispensable book." —Sarah Jaffe, author of Necessary Trouble: Americans in Revolt "In his delightful Marx at the Arcade, Jamie Woodcock launches an urgently-needed workers’ inquiry into video and computer games—investigating both the work that goes into producing such games and the play in which so many of us seek relief from constant work. Lucid, scholarly, energetic and itself playful, Marx at the Arcade sets a new frontier for radical political understanding of the digital game." —Nick Dyer-Witheford "Marx at the Arcade is an important, brilliant and timely read that reveals the oft-ignored lives of overworked and exploited game workers, as well as the rise of the global Game Workers Unite movement that is fighting for change. Placing games within the context of a wider cultural and political struggle, Woodcock makes a compelling case for combating the toxic and reactionary elements of games culture, and pushing games towards a more positive, radical role in the world." —Karn Bianco, Games Workers Unite "Combining the unalloyed enthusiasm of the gamer with the critical gaze of the historical materialist, Jamie Woodcock's book cracks open the console to reveal the struggles over value, labour and the meaning of play that haunt the world of videogames. Even readers who last played a videogame in an arcade will gain much from this lucid and combative exploration of the industry that organizes the "free time" of countless millions."—Alberto Toscano, Reader in Critical Theory, Goldsmiths, University of London, author of Fanaticism: On the Uses of an Idea “In this highly readable, up-to-the-minute counter-guide to videogame work and play, Jamie Woodcock skillfully breaks play out of the “magic circle,” not only revealing capitalism’s shaping influence on digital game culture but also restoring a political perspective on games as a site of struggle. Whether revisiting game history, analyzing individual games, unpacking the distinctiveness of the game commodity, or reporting on the increasingly contested working conditions of game developers, Woodcock richly illustrates the use value of Marxian concepts to the critical study of game media.” —Greig de Peuter, co-author of Games of Empire: Global Capitalism and Video Games “We, as people broadly on the left, have neglected gaming at our peril. Jamie Woodcock’s Marx at the Arcade represents an important step into that fray—theorizing play, games, and their labour from the left.” –Manchester Gaming Studies Network “On the face of it, Marxists might not seem to have all that much to say about video games and gamers might not necessarily have all that much interest in Marx. But Jamie Woodcock’s brilliant book explains why they both should.” –Morning Star “Jamie Woodcock is perhaps one of England's most interesting researchers right now . . . Marx that the Arcade should . . . be read by anyone who ever controlled a bunch of pixels over a screen.” –Flammen

    1 in stock

    £16.14

  • The Art of Destiny

    Insight Editions The Art of Destiny

    10 in stock

    Book SynopsisThe Art of Destiny showcases the stunning art and design behind one of the most exciting franchises in gaming today.From the mysterious dunes of Mars to the jungles of Venus and the abandoned aerospace installations on the Moon, Destiny takes players across the ancient ruins of our solar system on their quest to defend Earth’s last city and become legend. To build this expansive universe, the team at Bungie drew from a multitude of inspirations—from classic fantasy and science fiction worlds, the myth-meets-technology adventure of space operas, and the ornate design of medieval drapery juxtaposed with modern architecture—all of which combine to create a world uniquely imagined down to the smallest detail. The Art of Destiny is a celebration of the dynamic art at the heart of the game, featuring hundreds of pieces of concept illustrations, cinematic imagery, early sketches, and world-building graphic design. Covering the meticulous artistic development behind each class, vehicle, weapon, and environment, this lush and comprehensive overview explores the game’s sweeping world, grand scope, and vibrant visuals. © 2014 Bungie, Inc. All rights reserved. Destiny, Bungie, and the Bungie logo are trademarks of Bungie, Inc. in the US and/or other countries.

    10 in stock

    £36.10

  • Ethics and Game Design: Teaching Values Through

    IGI Global Ethics and Game Design: Teaching Values Through

    1 in stock

    Book SynopsisEthics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This distinguished publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community.

    1 in stock

    £134.25

  • Slay the Dragon: Writing Great Stories for Video

    Michael Wiese Productions Slay the Dragon: Writing Great Stories for Video

    1 in stock

    Book Synopsis

    1 in stock

    £16.00

  • Oculus Rift in Action

    Manning Publications Oculus Rift in Action

    10 in stock

    Book SynopsisDESCRIPTION The Oculus Rift is an exciting next generation VR headset developed by OculusVR. Whether it's in a game, an architectural walk-through, or a teaching simulation, the goal of any immersive virtual reality experience is to make users feel like they're in the middle of the action. With precise, high-quality optics and a flexible programmatic interface, the Rift provides real-life field of view and head tracking hardware for natural interaction that finally nails the feeling of being there. Oculus Rift in Action introduces the powerful Oculus Rift headset and shows how to integrate its many features into 3D games and other virtual reality experiences. First, it discusses the capabilities of the Rift hardware. Then, it provides interesting and instantly-relevant examples that walk readers through programming real applications using the Oculus SDK. Along the way, the book offers practical guidance on using the Rift's sensors to produce a natural, fluid, immersive 3D experience; readers will be ready to hit the ground running with the first VR killer app when the consumer Rift is released! RETAIL SELLING POINTS An in depth guide for creating immersive VR experiences Shows the right way to create compelling VR applications Plenty of useful examples with detailed instructions AUDIENCE Readers can use this book even if they don't yet own the Oculus Rift hardware. Some experience with C++ or another OO language is required for the programming examples. No previous knowledge of optics, display, or motion tracking is expected. ABOUT THE TECHNOLOGY The Oculus Rift is a VR headset with a field comparable to what you'd get if you surrounded yourself with an array of a dozen monitors. Combined with the wide field of view, it includes head-tracking hardware so that when you turn your head, the view automatically changes, creating a feeling of 'really being there'.

    10 in stock

    £43.99

  • Unity in Action, Second Edition: Multiplatform

    Manning Publications Unity in Action, Second Edition: Multiplatform

    10 in stock

    Book SynopsisWith a huge ecosystem of pre-built game assets, an enthusiastic community of fellow developers, and support for nearly every platform, Unity is a great choice to make your dream game a reality. Unity in Action, Second Edition teaches readers to write and deploy games with the Unity game development platform. Fully updated to include the latest changes to Unity, new best practices, and an entire chapter on building 2D platformers with Unity's expanded 2D toolkit, this book is essential for any aspiring game developer. Key features • Hands-on examples • Clear explanations • Excellent graphics Written for those who know how to program, in C# or a similar OO language. No previous Unity experience or game development knowledge is assumed. Unity is a professional-quality game engine used to create video games targeting a variety of platforms.

    10 in stock

    £35.99

  • Advances in Game Design and Development Research

    Nova Science Publishers Inc Advances in Game Design and Development Research

    2 in stock

    Book SynopsisLearning games have long been used in adult education, and are particularly common in business education. This has brought up the question on how to design effective learning games to be continuously readdressed, often to emphasize some particular aspect as key to designing effective, game-based learning. Despite famous game-designer Costikyan''s characterization of game-design as an art, rather than an engineering discipline, such studies all seem to look for a recipe for unraveling how to design effective learning games. This book discusses topics on game design and developmental research. Some of the topics include game design and development curricula for digital literacies and 21st century learning; the role of metaphors in game-based learning processes; illustrative, iterative, interdisciplinary and design-oriented use of learning games in university teaching; the relationship between game volatility, house edge and prize structure of gambling games and what it tells us about gambling game design; and a gaming system for shoulder rehabilitation.

    2 in stock

    £182.99

  • Marx at the Arcade: Consoles, Controllers, and

    Haymarket Books Marx at the Arcade: Consoles, Controllers, and

    Out of stock

    Book SynopsisPraise for Working the Phones: “A sharp reminder of the difficulties faced by call-center workers.” —The Financial Times “Jamie Woodcock shows us what call-centers can tell us about bleakness and resistance in the modern workplace.” —VICE “Jamie Woodcock’s brilliant insider account of life in a British call-center reveals the dirty realities of digital capitalism . . . a book that is sure to become a classic.” —Peter Fleming, author of The Mythology of Work “Woodcock knows not only his theory but his subject inside out. There’s casualization, cruelty, and regimentation, but also subversion, and his focus on employee resistance offers a flicker of hope.” —Times Higher Education In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies. Jamie Woodcock is a sociologist of work, focusing on digital labor, the gig economy, and resistance. He is currently a fellow at the London School of Economics and is the author of the award-winning Working the Phones (2016). He is on the editorial board of Historical Materialism and an editor of Notes from Below, an online journal of workers’ inquiry.Trade Review"Jamie Woodcock has written a book as fun and engrossing as any game. Not only does he bring a sharp Marxist analysis to the videogames industry--in turn, he uses games to further our understanding of Marx. Whether you game or not, an indispensable book." —Sarah Jaffe, author of Necessary Trouble: Americans in Revolt "In his delightful Marx at the Arcade, Jamie Woodcock launches an urgently-needed workers’ inquiry into video and computer games—investigating both the work that goes into producing such games and the play in which so many of us seek relief from constant work. Lucid, scholarly, energetic and itself playful, Marx at the Arcade sets a new frontier for radical political understanding of the digital game." —Nick Dyer-Witheford "Marx at the Arcade is an important, brilliant and timely read that reveals the oft-ignored lives of overworked and exploited game workers, as well as the rise of the global Game Workers Unite movement that is fighting for change. Placing games within the context of a wider cultural and political struggle, Woodcock makes a compelling case for combating the toxic and reactionary elements of games culture, and pushing games towards a more positive, radical role in the world." —Karn Bianco, Games Workers Unite "Combining the unalloyed enthusiasm of the gamer with the critical gaze of the historical materialist, Jamie Woodcock's book cracks open the console to reveal the struggles over value, labour and the meaning of play that haunt the world of videogames. Even readers who last played a videogame in an arcade will gain much from this lucid and combative exploration of the industry that organizes the "free time" of countless millions."—Alberto Toscano, Reader in Critical Theory, Goldsmiths, University of London, author of Fanaticism: On the Uses of an Idea “In this highly readable, up-to-the-minute counter-guide to videogame work and play, Jamie Woodcock skillfully breaks play out of the “magic circle,” not only revealing capitalism’s shaping influence on digital game culture but also restoring a political perspective on games as a site of struggle. Whether revisiting game history, analyzing individual games, unpacking the distinctiveness of the game commodity, or reporting on the increasingly contested working conditions of game developers, Woodcock richly illustrates the use value of Marxian concepts to the critical study of game media.” —Greig de Peuter, co-author of Games of Empire: Global Capitalism and Video Games

    Out of stock

    £41.60

  • The Nostalgia Nerd's Retro Tech: Computer,

    Octopus Publishing Group The Nostalgia Nerd's Retro Tech: Computer,

    5 in stock

    Book SynopsisRemember what a wild frontier the early days of home gaming were? Manufacturers releasing new consoles at a breakneck pace; developers creating games that kept us up all night, then going bankrupt the next day; and what self-respecting kid didn't beg their parents for an Atari or a Nintendo? This explosion of computers, consoles, and games was genuinely unlike anything the tech world has seen before or since.This thoroughly researched and geeky trip down memory lane pulls together the most entertaining stories from this dynamic era, and brings you the classic tech that should never be forgotten.

    5 in stock

    £17.09

  • Fuck Yeah, Video Games: The Life and Extra Lives

    Unbound Fuck Yeah, Video Games: The Life and Extra Lives

    Out of stock

    Book Synopsis'A labour of undiluted love and enthusiasm' Daily TelegraphAs Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances… the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.Trade Review'A labour of undiluted love and enthusiasm' Sam Leith, Daily Telegraph

    Out of stock

    £11.69

  • 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

  • Region Locked

    Unbound Region Locked

    Out of stock

    Book SynopsisNot all games are released equal.The barriers of language and culture can leave our world divided, and this includes the video games that we get the chance to play. Matt Barnes, Dazz Brown and Greg Seago-Curl of DidYouKnowGaming? created the YouTube series Region Locked to offer an insight into the weird and wonderful titles that never left their home countries, and now they bring their expertise to you, the gaming reader.Encounter masterpieces you never knew existed from your favourite series and developers, as well as some utterly bizarre creations that seem so outlandish you might wonder how on earth they were released in the first place, from the trippy, meandering dreamscapes of 1998’s LSD: Dream Emulator to The Mysterious Murasame Castle, released in 1986 by Nintendo, and the intergalactic adventures of Crime Crackers (1994). The authors explore what it’s like to play these games, and investigate the fascinating characters and maverick designers behind them to discover why such remarkable creations never enjoyed international exposure.For the casual gamer, keen developer, intrigued reader and hardcore fan alike, Region Locked is the key to a surreal and adventurous journey through the lost world of video games.

    Out of stock

    £19.00

  • Fuck Yeah, Video Games: The Life and Extra Lives

    Unbound Fuck Yeah, Video Games: The Life and Extra Lives

    Out of stock

    Book Synopsis'A labour of undiluted love and enthusiasm' Daily TelegraphAs Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances… the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world.From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles.Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.Trade Review'A labour of undiluted love and enthusiasm' Sam Leith, Daily Telegraph

    Out of stock

    £11.63

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