Computer games: strategy guides Books
Blizzard Entertainment Overwatch: All Over Character Icon Notebook
Book SynopsisThe heroes of Overwatch will protect all your notes in this beautiful notebook from tokidoki. Your secrets have never been in better hands!
£10.99
Blizzard Entertainment The Art of Hearthstone: Year of the Kraken: Year
Book SynopsisSomething stirs in the dark . . . The second volume of The Art of Hearthstonedives deep into the depths of the Year of the Kraken, the first year of Hearthstone’s standard format. Consisting of hundreds of illustrations from the corruptive cults of Whispers of the Old Gods, the glamorous disco of One Night in Karazhan, and the turf wars of Means Streets of Gadgetzan, this book goes into detail about the Hearthstone team’s artistic process for card art, game boards, and other visual designs, while also exploring the challenges and triumphs of creating a game enjoyed by millions upon millions of players around the globe.
£20.89
Blizzard Entertainment The Cinematic Art of World of Warcraft: Volume I
Book SynopsisThe drums of war thunder once again . . . World of Warcraft redefined online gaming for millions and millions of people, and in the fifteen years since its launch, each new chapter in the game’s story has been bolstered through the Blizzard Entertainment’s incredible cinematics. The Cinematic Art of World of Warcraft: Volume I goes behind the scenes with the team who built the game’s stunning movies. With never-before-seen concept art and accounts of the creative and technical process, this is the definitive visual gallery of how countless artists brought the world of Azeroth to life in incredible detail and motion.The first installment in a new series, The Cinematic Art of World of Warcraft: Volume I is a visual chronicle covering the cinematics from the beginning of World of Warcraft through to the Warlords of Draenor expansion.
£31.99
Dave Burgess Consulting The Esports Education Playbook: Empowering Every
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£17.06
Leyline Publishing The Psychology of the Witcher Never Lost Always
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£18.45
Warchief Gaming LLC Auroboros: Coils of the Serpent: Worldbook -
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£37.99
Enslow Publishing Your Unofficial Guide to Building Cool
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£23.06
Gallery Books Violence. Speed. Momentum.
Book SynopsisToo much power. Wow. Too much energy. Wow. Too much anticipation. WOW. It’s the nationally bestselling memoir from the biggest star in gaming: Dr Disrespect.Dr Disrespect is a 6-foot-8 freak of nature with a 37-inch vertical, the two-time, back-to-back 1993-94 Blockbuster Video Game Champion, and in his factual opinion, the most dominant international gaming superstar in the history of the world. It was just a matter of time before Western civilization came begging Doc to save literature by writing a memoir that reads like a vicious, muscular lion clawing his way through the rocks, roaring in anger and dominance. Here you will find his deepest, most intimate secrets. The untold history of his mysterious, legendary origins and his rise to unparalleled dominance. And most of all, you will find out what, exactly, Doc’s a doctor of. Are you ready for a book with the rhythm of a sleazy ’70s muscleman and the ruthlessness of a ’90s serial killer? A journey that stares down the long, dark alley of your fears and never looks back? Does your warrior’s heart yearn to reach the tippity top of the mountain just to realize you’re still only halfway up? If so, firm handshakes, Champion: Welcome to the salvation of literature.
£15.29
Geeks-Line The PC Engine TurboGrafx PCFX Anthology
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£49.41
Geeks-Line Playstation 2 Anthology Vol. 1
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. 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
CrackBoom! Books The Big Book of Apex Legends (Unoffical Guide):
Book SynopsisThe Big Book of APEX LEGENDS provides all the information and strategies to dominate the latest free-to-play battle royale game, no matter the platform. Abundantly illustrated with color screenshots, the guide presents: - basic information on weapons, gear and loot; - essential combat techniques; - tips to master your Legend's abilities; - offensi
£12.34
De Gruyter (Not) In the Game: History, Paratexts, and Games
Book SynopsisHow do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
£76.95
De Gruyter White Mythic Space: Racism, the First World War, and ›Battlefield 1‹
Book SynopsisThe fall of 2016 saw the release of the widely popular First World War video game Battlefield 1. Upon the game's initial announcement and following its subsequent release, Battlefield 1 became the target of an online racist backlash that targeted the game's inclusion of soldiers of color. Across social media and online communities, players loudly proclaimed the historical inaccuracy of black soldiers in the game and called for changes to be made that correct what they considered to be a mistake that was influenced by a supposed political agenda. Through the introduction of the theoretical framework of the ‘White Mythic Space’, this book seeks to investigate the reasons behind the racist rejection of soldiers of color by Battlefield 1 players in order to answer the question: Why do individuals reject the presence of people of African descent in popular representations of history?
£14.00
De Gruyter Women in Historical and Archaeological Video
Book SynopsisThis volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
£26.12
Duncker & Humblot Das Verwenden Von Kennzeichen Verfassungswidriger
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£74.93
Peter Lang AG Video Game Translation and Cognitive Semantics
Book SynopsisThe book concentrates on video game translation from the perspective of cognitive semantics. One of its objectives is to assert that translators’ knowledge of cognitive semantics can affect translation, i.e. decoding the sender’s mental states and evoking particular mental states in the target language recipient. The work is interdisciplinary and draws on such fields as games studies, cognitive semantics, and translation studies. It also aspires to complete gaps in the scientific research on video games, systematize the knowledge of localization, and ascertain the role played by translators in the localization process. The research material consists of eight video games which belong to different genres, and the investigated English video game texts cover almost 3000 standard pages.Table of ContentsIntroduction to video games and video gaming – Video game localization – Cognitive semantics and translation – Video games and blending – Meaning construction
£46.48
Peter Lang AG La interpretación en el ámbito de los
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£31.82
Future Press Verlag und Marketing GmbH The World of Tom Clancy’s Ghost Recon Breakpoint
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£33.24
Future Press Verlag und Marketing GmbH Age of Empires IV: A Future Press Companion Book
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£28.49
Future Press Verlag und Marketing GmbH Metaphor ReFantazio Official Strategy Guide
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£42.74
Artbooks FORTNITE (Official): The Chronicle: 2020
Book SynopsisCelebrate the evolution of Fortnite and all the best moments! This official, collectable guide features all the most exciting highlights from seasons one through nine including the volcano eruption, pirate invasions, the Cube, the Ice King, and so much more. Read on to revisit Battle Royale's most momentous moments!
£12.60
Almuzara Eso No Estaba En Mi Libro de Historia de Los
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£18.98
Edaf Antillas 101 Maquinas Recreativas Que Hicieron Historia
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£25.12
Edaf Antillas Dragon Ball
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£34.51
Redbook Guerreras Y Princesas: Heroínas de Los
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£22.43
Redbook Historia de Los Videojuegos: Todo Lo Que
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£20.37
Amsterdam University Press Transnational Play: Piracy, Urban Art, and Mobile
Book SynopsisTransnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.Trade Review"Anne Marie Schleiner’s Transnational Play: Piracy, Urban Art, and Mobile Games (Amsterdam University Press, 2020) makes steps to shift and broaden the ways in which videogames and videogame play are approached and understood within game studies. [...] Transnational Play remains timely and relevant."- John Sharp, Game Studies, Volume 21, Issue 1, May 2021"Anne Marie Schleiner’s Transnational Play: Piracy, Urban Art, and Mobile Games (Amsterdam University Press, 2020) makes steps to shift and broaden the ways in which videogames and videogame play are approached and understood within game studies. [...] Transnational Play remains timely and relevant."- John Sharp, Game Studies, Volume 21, Issue 1, May 2021Table of ContentsIntroduction: Transnational Play Section One: Reorienting Player Geographies Chapter 1: Tilting the Axis of Global Play: From East/West to South/North Chapter 2: Venues for Ludoliteracy: Arcades, Game Cafes, and Street Pirates Chapter 3: The Free-to-play Time of Women in Brazil: Localized Mobile and Casual Games Section Two: Ludic Perspectives from South of the Border Chapter 4: Ludic Recycling in Latin American Art: From Remixing the City to Sampling Nature Chapter 5: The Geopolitics of Pokémon Go: Navigating Bordering Cities with a Mobile Augmented Reality Game Section Three: From Global to Local Game Development Chapter 6: The Absence of the Oppressor: Games for Change and Californian Happiness Engineers Chapter 7: Game Studios in Southeast Asia: Outsourced to Culturally Customized Games Conclusion: Play Privilege Bibliography Index
£91.20
Amsterdam University Press The Pop Theology of Videogames: Producing and
Book SynopsisYoung people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will.Table of ContentsChapter 1. Introduction Part I. Producing Religion “Which choices lead game-makers to use religion in their videogames?” Chapter 2. Making Religion at Ubisoft Chapter 3. Indie-pendent: the Arthouse Gods of Indie games Part II. Consuming Religion “How do players make sense of and relate to religion in videogames?” Chapter 4. Public Religion on Videogame Forums Chapter 5. Single-player Religion Part III. Conclusion Chapter 6. Conclusion: Pop Theology. Complete bibliography Index .
£91.20
Insight Editions Fallout The Official PopUp Advent Calendar
£41.86
Independently Published Stream Smarter: 170+ Tricks von erfolgreichen
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£9.97
Independently Published Monsters in the Dark: The Making of X-COM: UFO
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£19.78
Independently Published Remnant 2: COMPLETE GUIDE: The Complete Guide &
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£10.91
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
£15.99
£17.59
Insight Editions Amazing Pokémon Paper Crafts: Colorful Creations
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£19.79
Insights Minecraft: Panda Plush Journal
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£19.99
Insights Minecraft: Fox Plush Journal
£19.99
Insight Editions The Elder Scrolls The Official Cookbook Vol. 2
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£25.20
Insight Editions Starfield The Official Cookbook
Book SynopsisExperience incredible feasts and tastes from beyond the starsat home in your own kitchen. Designed and developed in partnership with Bethesda Game Studios, the award-winning creators of The Elder Scrolls, Fallout, and more.
£23.79
Insight Editions Untitled Video Game Cookbook
£18.70
Insight Editions MY POKEMON COOKING COLLECTION
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£26.18
Insight Editions Guild Wars 2 Feasts of Tyria
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£28.58