Computer games: strategy guides Books
Titan Books Ltd The Cinematic Art of Overwatch: Volume 1
Book SynopsisStarting with the announcement trailer in 2014, Overwatch's award-winning cinematics captured the hearts of millions across the world, introducing them to a hopeful science fiction world where heroes are needed. Crafting these animated shorts required the Blizzard cinematics team to explore new ways of animated filmmaking with a bold new art style, more frequent releases, and intimate collaboration with the game team. The Cinematic Art of Overwatch chronicles this journey, featuring never-before-seen art and anecdotes that illustrate how Overwatch's richly imagined characters and world were brought to life through cinematic storytelling.
£28.00
Danann Media Publishing Limited The Ultimate Playstation Games Collection
Book SynopsisSony’s PlayStation revolutionised the videogame industry. It wasn’t the first home console, but it brought gaming to the masses in a way few other systems at the time managed to do. Now, more than 25 years after its initial release there are over 10,000 games spanning Sony’s home and handheld consoles, and PlayStation leads the way in console exclusives. With so many experiences and genres to choose from, it can be daunting. But fear not! We’ve compiled 100 unmissable titles that no PlayStation fan’s library should be without. Some titles will challenge you and test your wits, others provide simple escapism. Some will make you laugh, others may make you cry – but each experience will be unforgettable. Inside you’ll also find behind-the-scenes features from the archives of Retro Gamer, EDGE and GamesRadar, giving you insider info on the creation of some of PlayStation’s finest games, most enduring franchises and iconic characters.
£17.00
Sona Books Retro Arcade Classics
Book SynopsisWalk around an arcade nowadays and you' ll find it filled with countless penny pushing games and fruit machines. In the Seventies and Eighties it was a completely different scenario with those machines playing second fiddle to countless arcade games. While home computers were moving at an astonishing rate they still couldn' t compete with the incredible games that were being released in the arcades. It was an insanely exciting time to be a gamer and it seemed like a new mechanic or type of game was appearing every time you visited your local arcade. Pong, Asteroids, Street Fighter, Pac Man, Space Invaders and Donkey Kong are all featured in this book. Sure, many of those games that took your breath away would eventually appear on your own home system, but they were never as good as the originals. Retro Arcade Classics looks at all the greatest arcade content so you can relive one of gaming' s most amazing periods.
£19.12
Independently Published Trine 5 A Clockwork Conspiracy Complete Guide:
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£11.29
Independently Published Hogwarts Legacy Companion Guide & Walkthrough
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£25.76
Titan Books Ltd The Elder Scrolls The Official Survival Guide to
Book SynopsisEnter the expansive world of The Elder Scrolls Online and discover how to survive the wilds of Tamriel!
£23.99
MIT Press A Composers Guide to Game Music
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£21.25
University of Minnesota Press Playing with Feelings: Video Games and Affect
Book SynopsisHow gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.Trade Review"Playing with Feelings traces a compelling intellectual history and uses affect theory to rethink some core game studies debates. Aubrey Anable’s insights on casual, indie, and art games are particularly important at this historical moment in game studies. This is the book many humanistic game scholars have been waiting for."—Adrienne Shaw, author of Gaming at the Edge"Playing with Feelings is one of few works to deeply engage with the theory of affect as developed in media philosophy, sociology, and information studies relative to video games. Written with an eye to the canonical concerns circulating in the lucrative and vibrant field of game studies, the book balances engagement with familiar themes and issues in the game studies and game theory world."—Lisa Cartwright, University of California, San Diego"Playing With Feelings breaks down some fairly weighty themes and theories to create an engaging exploration of how a person’s feelings are influenced by gaming." —The GuardianTable of ContentsContentsIntroduction: Video Games as Structures of Feeling1. Feeling History2. Touching Games3. Rhythms of Work and Play4. Games to Fail WithConclusion: Affective ArchivesAcknowledgmentsNotesIndex
£21.59
University of Minnesota Press Queer Game Studies
Book SynopsisVideo games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games.These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.Trade Review"Queer theory and video games might be considered by some to be an odd combination. But this anthology showcases both the interesting areas where the two fields overlap and explorations of the areas where there is tension. There is much to create and critique in these spaces and Queer Game Studies provides a broad entryway into these ongoing discussions."—Lambda Literary"These are provocative ideas, but the future of video games depends on them."—Games World of Puzzles"This anthology is essential reading for scholars, students, and lay persons who are interested in the issues that arise at the intersection of digital games and queer theory."—CHOICE"Queer Game Studies triumphs as a collection of rigorous essays that challenge, problematize, and extend queer modes of inquiry into the realm of video games."—Los Angeles Review of Books"An important and unique addition to existing scholarship in a field that is still incredibly young."—Critical Studies in Media Communication"Every new page seems to burst with fascinating ideas about how this artistic medium could reach its full potential. You don’t have to be a game developer to appreciate the ideas laid out here, but those who are interested in making games, no matter how small, should look into this book for a treasure trove of inspiration."—Pop MattersTable of ContentsContentsIntroduction: Imagining Queer Game Studies Adrienne Shaw and Bonnie RubergPart I. Defining Queerness in Games1. What Is Queerness in Games, Anyway?Naomi Clark2. QueergamingEdmond Y. Chang3. Queer Theory, the Body, and Video GamesDerek A. Burrill4. Queering Games History: Complexities, Chaos, and CommunityZoya StreetPart II. Queering Game Play and Design5. Ending the Cycle: Developing a Board Game to Engage People in Social Justice IssuesPeter Wonica6. Playing OutsideLeigh Alexander7. Building a Queer MythologyHanna Brady8. For Play? Literary Ludics and Sexual PoliticsAubrey Gabel9. Play and Be Real about It: What Games Could Learn from KinkMattie Brice10. Queering the Snapshot: Ambient Mobile PlayLarissa Hjorth and Kim d’AmazingPart III. Reading Games Queerly11. On “FeministWhorePurna” and the Ludo-Material Politics of Gendered Damage Power-ups in Open-World RPG Video GamesRobert Yang12. Welcome to My Fantasy Zone: Bayonetta and Queer Femme DisturbanceAmanda Phillips13. Roleplay as Queer Lens: How “ClosetShep” Changed My Vision of Mass EffectTodd Harper14. Queer(ing) Gaming Technologies: Thinking on Constructions of Normativity Inscribed in Digital Gaming HardwareGregory L. Bagnall15. On Gone Homemerritt kopasPart IV. Queer Failures in Games16. The Trouble with CommunitiesAdrienne Shaw17. “Play Like a Girl”: Gender Expression, Sexual Identity, and Complex Expectations in a Female-Oriented Gaming CommunityGabriela T. Richard18. The Nightmare Is OverKatherine Cross19. Queer Gaming: Gaming, Hacking, and Going Turbo Jack Halberstam 20. The Arts of Failure: Jack Halberstam in Conversation with Jesper Juul Moderated by Bonnie Ruberg21. “I Wouldn’t Even Know the Real Me Myself”: Queering Failure in Metal Gear Solid 2Jordan YoungbloodPart V. Queer Futures for Games22. If Queer Children Were a Video GameKathryn Bond Stockton23. Queer Growth in VideogamesChristopher Goetz24. Finding the Queerness in GamesColleen Macklin25. Organizing New Approaches to Games: An Interview with Chelsea Howe, Toni Rocca, and Sarah SchoemannModerated by Bonnie Ruberg26. Forty-Eight-Hour Utopia: On Hope and the Future of Queerness in GamesBonnie RubergContributorsIndex
£20.69
Insight Editions The Art and Making of Arcane
£37.50
Titan Books Ltd The Elder Scrolls V: Skyrim - The Skyrim Library,
Book SynopsisFor the first time, the collected texts from the critically and commercially acclaimed fantasy video game The Elder Scrolls V: Skyrim are bound together in three exciting volumes. Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.Trade Review"A brilliantly constructed piece." - Steam First"There are breathtaking paintings of epic battles, in-depth portraits depicting all of the various races, maps for the reader to pour over to get the lay of the land, and more than enough dragons depicted to keep any fantasy fan happy." - Outright Geekery"Having this as an option for those fans is great: you can read when you want to read, and play when you want to play." - Die Hard Game Fan"All in all, this Skyrim Volume is great for people who enjoyed reading the lore and a must have for any Skyrim history buff or true fanboy." - Nerdophiles"Beautifully done...If you're new to Skyrim or if you've been playing for years... it's a great book ... great gift idea... you can't beat it." -Michael Cavacini
£23.99
Piggyback Interactive The Legend of Zelda: Breath of the Wild the
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£35.99
Dark Horse Books God of War
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£134.24
Quilliam Press Ltd Desert Encounter: An Adventurous Journey Through
Book SynopsisIn this classic of travel writing, first published sixty years ago, a Danish journalist records his experience of life in North Africa under colonial rule. Driving through the Sahara in a battered Chevrolet, having converted to Islam and with a knowledge of Arabic, he leaves the beaten track to discover communities and landscapes shrouded in mystery for centuries. Brushes with magicians, cave-dwellers and Sufi mystics, however, prove less astonishing than the cruelties inflicted on the local populations by Mussolini's generals.
£8.95
HarperCollins Publishers Inc Console Wars
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£15.60
University of Minnesota Press Internet Spaceships Are Serious Business
Book SynopsisTrade Review"Internet Spaceships Are Serious Business is one of the most comprehensive collections of works on EVE Online ever produced, but written in language that is accessible to the uninitiated reader. It captures a side of EVE that is often lost in academic writings, and each chapter stands as a snapshot in time of one of the world’s most unique and well-studied massively multiplayer online games."—Brendan Drain, MMO expert"A book as unique as EVE itself—it will make you think, help you understand a game you may never play, and afford a glimpse onto a less traveled byway of the gaming universe. The roster of authors is delightfully varied, with contributions from archivists, developers, players, PhD students, and researchers, broadening inquiry into a thoughtful, engaging treatment of a cherished game."—Bonnie Nardi, author of My Life as a Night Elf Priest: An Anthropological Account of “World of Warcraft”*\"By addressing everything from collaboration to conflict, from economics to embodiment, the authors of Internet Spaceships Are Serious Business use the specific case study of EVE Online to investigate how emerging digital technologies reshape selfhood and society."—Tom Boellstorff, author of Coming of Age in Second Life: An Anthropologist Explores the Virtually Human"This work serves as an excellent consideration of the world of EVE Online for any researcher."—American Journal of PlayTable of ContentsContents Glossary of EVE Online Jargon Introduction Marcus Carter, Kelly Bergstrom, and Darryl Woodford 1. EVE Online for the Uninitiated Kelly Bergstrom and Marcus Carter 2. EVEOnline Is Hard and It Matters Christopher Paul 3. Virtual Interstellar Travel William Sims Bainbridge 4. Universes, Metaverses, and Multiverses Kjartan Pierre Emilsson 5. The Digital Grind: Time and Labor as Resources of War in EVE Online Oskar Milik 6. The Russians Are Coming! Stereotypes and Perceptions of “Russianness” in EVE Online Catherine Goodfellow 7. The Art of Selling Trust Chribba 8. We Play Something Awful: Goon Projects and Pervasive Practice on Online Games Richard Page 9. The Accidental Spymaster Keith Harrison 10. The Evolution of Player Organizations: A Goonswarm Perspective The Mittani (Alexander Gianturco) 11. RIP Vile Rat: Makeshift Memorials in EVE Online Martin R. Gibbs, Marcus Carter, and Joji Mori 12. Imagined Capsuleers: Reframing Discussions about Gender and EVE Online Kelly Bergstrom 13. The Social System in EVE Online Mantou (Zhang Yuzhou) 14. Do EVE Online Players Dream of Icelandic Spaceships? The Role and Mechanisms of Co-creation in CCP’s Success Jedrzej Czarnota 15. EVEOnline as History Nick Webber 16. On the EVE of Preservation: Conserving a Complex Universe Kristin MacDonough, Rebecca Fraimow, Dan Erdman, Kathryn Gronsbell, and Erica Titkemeyer Contributors Index
£17.09
Insight Editions Minecraft: Beware of the Dark Invisible Ink Lock
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£12.59
Piggyback Interactive The Legend of Zelda(tm) Tears of the Kingdom -
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£25.92
MIT Press Ltd Uncertainty in Games Playful Thinking Series
Book SynopsisHow uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to thei
£14.39
Jones and Bartlett Publishers, Inc Programming Game AI By Example
Book SynopsisProgramming Game AI by Example provides a comprehensive and practical introduction to the “bread and butter” AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
£37.04
MP - University Of Minnesota Press Lara Croft Cyber Heroine
Book SynopsisAvatar of girl power or sexual plaything? The ambiguity of being Lara.Table of ContentsContents Foreword By Sue-Ellen Case 1. The Phenomenon of Lara Croft2. A Duplicitous Gift3. The Origins of a Cultural Icon4. The Market and the Hardware5. Medial Origins and Sexual Grounds6. Virtual Reality7. The Interactive Movie8. The Loss of Surface9. The Medialization of the Body10. The Universal Medium11. Tomb Raider: the Movie12. The Question of Sexual Difference13. Afterplay: the Next Generation NotesBibliographyIndex
£13.29
Alexis Kennedy Against Worldbuilding, and Other Provocations: Essays on History, Narrative, and Game Design
£10.47
Random House USA Inc The Infernal City An Elder Scrolls Novel
Book Synopsis Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year.Four decades after the Oblivion Crisis, Tamriel is threatened anew by an ancient and all-consuming evil. It is Umbriel, a floating city that casts a terrifying shadow—for wherever it falls, people die and rise again. And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
£14.39
ECW Press,Canada Ain't No Place For A Hero: Borderlands: pop
Book SynopsisExplore the nuanced storytelling and inner-workings of the hit first-person shooter Borderlands video game series through a funny, self-reflexive, bold, and inclusive critical lens. The latest in ECW's acclaimed Pop Classics collection.
£9.49
Alexis Kennedy The Snare of the Tree, and Other Perilous Seductions: Essays on Dangers in Game Design
£7.73
Pen & Sword Books Ltd A Selective History of Bad Video Games
Book SynopsisWritten by an actual game programmer who grew up playing many of these games and traded e-mails with some of the programmers.
£28.50
Titan Books Ltd Marvel's Avengers: Black Panther: War for Wakanda
Book SynopsisThe official art book for the Marvel's Avengers expansion Black Panther: War for Wakanda Blindsided by a betrayal and the resulting tragedy, King T'Challa, the Black Panther, devoted protector and current ruler of Wakanda finds it difficult to entrust his duty to anyone else, even his sister Shuri, while also confronting those who wish to do Wakanda harm. When arch-villain Klaw's forces threaten Wakanda's safety, T'Challa must take the fight right to them to defend everything and everyone he holds dear. Players experience the game's story and additional missions in the ongoing Avengers Initiative in the lush jungles of Wakanda, an entirely new environment and sole location of the world's Vibranium. They also get to explore the Royal Palace that overlooks Birnin Zana, known as "The Golden City," in a new Outpost that contains Shuri's laboratory, Zawavari's chambers, and the Wakandan War Room. Unmask the artistry behind the expansion in this showpiece hardback book containing exclusive concept sketches, character art, storyboards, and fully rendered scenes alongside fascinating insights into the creative process from the talented creators of the expansion.
£25.49
Bitmap Books 50 Indie Games That Changed The World
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£30.87
Geeks-Line The PC Engine TurboGrafx PCFX Anthology
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£52.15
Geeks-Line Playstation 2 Anthology Vol. 2
Book SynopsisFollowing the PlayStation, Nintendo 64, PC Engine / TurboGrafx-16, NES, SNES, GameCube, and Game Boy & Virtual Boy Anthologies, Geeks-Line is now proud to present the PlayStation 2 Trilogy, more than 1,100 pages of pure pleasure!Six years after the PlayStation tidal wave, the end of the millennium was marked by the release of an extraordinary console with a monolithic aesthetic worthy of Stanley Kubrick's 2001: A Space Odyssey and the finest high-tech parts. While the PlayStation had paved the way to 3D, the PlayStation 2 demonstrated that this bold, new direction was the future for video games.
£42.65
Geeks-Line Playstation 2 Anthology Vol. 3
Book SynopsisFollowing the PlayStation, Nintendo 64, PC Engine / TurboGrafx-16, NES, SNES, GameCube, and Game Boy & Virtual Boy Anthologies, Geeks-Line is now proud to present the PlayStation 2 Trilogy, more than 1,100 pages of pure pleasure!Six years after the PlayStation tidal wave, the end of the millennium was marked by the release of an extraordinary console with a monolithic aesthetic worthy of Stanley Kubrick's 2001: A Space Odyssey and the finest high-tech parts. While the PlayStation had paved the way to 3D, the PlayStation 2 demonstrated that this bold, new direction was the future for video games.
£42.65
Future Press Verlag und Marketing GmbH Age of Empires IV: A Future Press Companion Book
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£28.49
MIT Press Ltd Treacherous Play Playful Thinking
Book SynopsisThe ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor.Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play
£22.80
Bitmap Books A Gremlin in the Works
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£24.99
Createspace Independent Publishing Platform The SG-1000 and Sega Master System: A
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£21.54
Bellwether Media Coding in Video Games
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£12.34
Nova Science Publishers Inc Video Games: Parents' Perceptions, Role of Social
Book SynopsisVideo games are not necessarily uniform in the "lessons" they teach players. Indeed, even violent video games are not simply hotbeds of violent content. For example, the popular Call of Duty and Resident Evil series require players to behave violently in order to protect other people or computer characters. Thus, in these games, aggression is taught in simultaneity with altruism. The questions, then, arise 1) whether social learning is an appropriate explanation for long-term effects of games, and 2) whether games can only teach antisocial lessons. The first chapter of this book addresses video game effects from a long-term, holistic perspective, focusing on antisocial and prosocial outcomes, using a conveniently collected survey dataset. Moreover, this book also analyses video games by different genres. Furthermore, this book provides information on associations and gender differences in children''s situational motivation, rate of perceived exertion and physical activity levels in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and their correlation with school and cognitive performance; video games and the effect they may have on seizures; and video gaming and the enhancement of prosocial behaviours.
£195.19
Triumph Books The Big Book of Super Mario: The Unofficial Guide
Book SynopsisA comprehensive, colorful look at everything to know and love about Super Mario, with character profiles, gameplay tips, and little-known triviaFor over 35 years, gamers young and old have gone on fantastic adventures with Mario, Luigi, Peach, Yoshi, and friends. The Big Book of Super Mario is a colorful celebration of that rich history from the 1980s to today!This deluxe guide also features exclusive content and strategy on recent Nintendo Switch games like Super Mario Odyssey and Super Mario Maker 2, plus an in-depth look at the new Super Mario 3D World + Bowser's Fury. With dozens of full-color game images, this journey into the Mushroom Kingdom is a must-have for all Mario fans.
£17.05
Triumph Books Pojo's Unofficial Ultimate Pokemon Trainer's
Book SynopsisExplore the growing universe of PokÉmon! The fantastic world of PokÉmon® is constantly changing and expanding, and with so many ways to play, PokÉmon® is now more popular than ever before! Pojo's Unofficial Ultimate PokÉmon Trainer’s Handbook is your essential guide for becoming a gym champion and masterful PokÉmon trainer while exploring the vast and fantastic world of this timeless franchise, from the newest Nintendo Switch games to trading cards, anime, and more. Whether you’re just getting started playing Scarlet and Violet or are already acquainted with the long history of PokÉmon®, this jam-packed guide is a fully up-to-date resource for enthusiasts.
£13.25
Boss Fight Books Red Dead Redemption
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£11.39
Dave Burgess Consulting The Esports Education Playbook: Empowering Every
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£17.06
OUP USA The Oxford Handbook of Virtuality
Book SynopsisThe book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.Table of ContentsIntroduction ; Mark Grimshaw ; I. The Foundations of Virtuality ; 1. The Virtuality and Reality of Avatar Cyberspace ; Bruce Damer and Randy Hinrichs ; 2. The Physical and Social Reality of Virtual Worlds ; Philip Brey ; 3. Envisioning the Virtual ; Brian Massumi ; 4. Being More Than Yourself: Virtuality and Human Spirit ; Andre Nusselder ; 5. Mythologies of Virtuality: "Other Space" and "Shared Dimension" from Ancient Myths to Cyberspace ; Maria Beatrice Bittarello ; 6. The Paradox of Virtuality ; Michael R. Heim ; II. Psychology and Perception ; 7. Avatar Psychology ; James K. Scarborough and Jeremy N. Bailenson ; 8. Not Quite Human: What Virtual Characters Have Taught Us about Person Perception ; Elizabeth J. Carter and Frank E. Pollick ; 9. Emotions and Altered States of Awareness: The Virtuality of Reality and the Reality of Virtuality ; Jean-Claude Martin ; 10. Applying Psychological Plausibility to the Uncanny Valley Phenomenon ; Angela Tinwell ; 11. The Psychology of Addiction to Virtual Environments: The Allure of the Virtual Self ; Deborah Abdel Nabi and John P. Charlton ; 12. Being Present in a Virtual World ; Giuseppe Riva and John A. Waterworth ; 13. Immersion in Virtual Worlds ; Gordon Calleja ; III. Culture and Society ; 14. Communication in Virtual Worlds ; Paul C. Adams ; 15. So Good, They Named It Twice? A Lacanian Perspective on Virtual Reality from Literature and the Other Arts ; David Rudd ; 16. History and Cultural Heritage in Virtual Environments ; Erik Champion ; 17. Flirting, Cheating, Dating, and Mating in a Virtual World ; Julie M. Albright and Eddie Simmens ; 18. Cybersex ; Stale Stenslie ; 19. A Virtual Assembly: Constructing Religion out of Zeros and Ones ; Robert M. Geraci ; 20. Acoustemologies of the Closet ; William Cheng ; IV. Sound ; 21. Breaking the Fourth Wall? User-Generated Sonic Content in Virtual Worlds ; Karen Collins ; 22. Sonic Virtuality: Understanding Audio in a Virtual World ; Tom A. Garner and Mark Grimshaw ; 23. Virtual Worlds: An Ethnomusicological Perspective ; Trevor S. Harvey ; 24. The Music That's Not There ; Martin Knakkergaard ; V. Image ; 25. Through the Looking Glass: Philosophical Reflections on the Art of Virtual Worlds ; Gary Zabel ; 26. Recreating Visual Reality in Virtuality ; Anthony Steed ; 27. The Translation of Art in Virtual Worlds ; Patrick Lichty ; 28. Painting, the Virtual, and the Celluloid Frame ; Simon J. Harris ; VI. Economy and Law ; 29. Virtual Law ; Greg Lastowka ; 30. Virtuality in the Sphere of Economics ; Vili Lehdonvirta ; VII. A-Life and Artificial Intelligence ; 31. On the Role of "Digital Actors" in Entertainment-Based Virtual Worlds ; Phil Carlisle ; 32. Evolution in Virtual Worlds ; Tim Taylor ; 33. Virtual Ecologies and Environments ; David G. Green and Tom Chandler ; 34. Computational Modeling of Brain Function and the Human Haptic System at the Neural Spike Level: Learning the Dynamics of a Simulated Body ; Gabriel Robles-De-La-Torre ; VIII. Technology and Applications ; 35. Distributed Embodiment: Real Presence in Virtual Bodies ; John A. Waterworth and Eva L. Waterworth ; 36. Level of Realism: Feel, Smell, and Taste in Virtual Environments ; Alan Chalmers ; 37. Developing Handheld Augmented Reality Interfaces ; Mark Billinghurst, Huidong Bai, Gun Lee, and Robert Lindeman ; 38. Avoidable Pitfalls in Virtual-World Learning Design ; Keysha I. Gamor ; 39. Medical Clinical Uses of Virtual Worlds ; Giuseppe Riva ; 40. Military Simulations Using Virtual Worlds ; Roger Smith ; IX. Utopia and Dystopia ; 41. Ethics at the Boundaries of the Virtual ; Charles M. Ess ; 42. The Social Imaginary of Virtual Worlds ; Patrice Flichy ; 43. Virtuality and Humanity ; David Kreps ; 44. Virtual Dystopia ; Andrea Hunter and Vincent Mosco ; An Afterword in Four Binarisms ; Tom Boellstorff ; Index
£55.17
Oxford University Press Inc Sound Play Video Games and the Musical Imagination Oxford MusicMedia Series
a huge range and FREE tracked UK delivery on ALL orders.
£140.00
Oxford University Press Sound Play
Book SynopsisVideo games open portals into fantastical worlds where imaginative play prevails. Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's engagements with audio phenomena in video games-from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.Trade ReviewAs addictive and energetically conceived as its subject matter, Sound Play enables even non-gamers to navigate the sonic waves and kinetic pleasures of story worlds that challenge us to rethink the complexities of human agency, identity politics, and embodied performance. * Maria Tatar, author of Enchanted Hunters: The Power of Stories in Childhood and editor of The Annotated Brothers Grimm *A major contribution from a bold and brilliant new voice with exceptional interdisciplinary range. Cheng is a serious player: his virtuosic flair is fully matched by his technical rigor and depth of interpretive insight. Sound Play confirms that the New Musicology is truly out of beta. * Kiri Miller, author of Playing Along: Digital Games, YouTube, and Virtual Performance *Compelling from the first page, Sound Play is an engaging and sophisticated study of how audio-whether in the form of music, voices, noises, or effects-crucially shapes our experience of video games, and how gaming deeply informs our engagement with sound. But more than that, William Cheng's excellent new book demonstrates how the interrelation of sound and play in video games challenges us to think deeply about what it means to live in a world in which the virtual and the real are increasingly intertwined. * Mark Katz, author of Capturing Sound: How Technology Has Changed Music and Groove Music: The Art and Culture of the Hip-Hop DJ *Captivating and inspired, probing and nimbly persuasive, playful yet bursting with profound insight, Sound Play is virtually and absolutely indispensable. * Charles Hiroshi Garrett, author of Struggling to Define a Nation: American Music and the Twentieth Century and editor-in-chief of The Grove Dictionary of American Music, 2nd edition *William Cheng tackles the wild west of game audio and conquers it with a combination of academic scrutiny, coupled by a gamer's unadulterated love of the art. Sound Play could very well be a turning point in the history of video game audio: the day when game audio came of age and inherited the mantle of serious art through the lens of scholarly analysis. With Sound Play, game audio finally has the academic credentials it needs to take its place among the other fine arts. * Christopher Tin, Grammy-winning video game music composer *Table of ContentsForeword by Richard Leppert ; Introduction ; Chapter 1: A Tune at the End of the World ; Chapter 2: How Celes Sang ; Chapter 3: Dead Ringers ; Chapter 4: Role-Playing toward a Virtual Musical Democracy ; Chapter 5: The Wizard, the Troll, and the Fortress ; Epilogue ; End Notes ; Works Cited ; Index
£33.99
MIT Press Ltd Super Power Spoony Bards and Silverware
a huge range and FREE tracked UK delivery on ALL orders.
£28.44
Penguin Random House LLC Handbook of Computer Game Studies
£47.53
Penguin Random House LLC Communities of Play
£31.17
MIT Press Critical Play Radical Game Design The MIT Press
Book SynopsisAn examination of subversive games like The Sims—games designed for political, aesthetic, and social critique.For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture.Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-bas
£27.00