Computer games: strategy guides Books

761 products


  • Star Trek Video Games

    Pen & Sword Books Ltd Star Trek Video Games

    1 in stock

    Book SynopsisStar Trek video games have been around almost as long as Star Trek itself. From humble beginnings as an unofficial text-based game playable on mainframe computers to modern multi-million dollar spectacles, Star Trek video games span the history of gaming itself. In _Star Trek Video Games: An Unofficial Guide to the Final Frontier_, author Mat Bradley-Tschirgi dives into notable Star Trek games across a variety of genres in his fun, humorous style with loads of aplomb. Whether they are based on the live-action or animated TV series, movies, or crossover scenarios, dozens of games (some memorable, some not so memorable) are covered in rich detail with proper historical context along the way. Aside from its sometimes snarky text, this book features over 100 color photos showing off the wide variety of Star Trek video games covered within. There's also interviews with game designers, writers, producers, and gaming journalists on select titles offering a behind the scenes look or color

    1 in stock

    £21.25

  • Playing Nature: Ecology in Video Games

    University of Minnesota Press Playing Nature: Ecology in Video Games

    Book SynopsisA potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap.Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work.Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.Trade Review"Alenda Y. Chang’s gorgeously penned Playing Nature charts an ecocritical approach to video games and design thinking, exploring much more than simply how the ecological has been imaged in games. Essential for designers, players, and critics, Playing Nature eloquently unveils the stakes of ecologically informed agency within video game worlds to reshape thought about both games themselves and the natural systems in which we are all enmeshed."—Soraya Murray, author of On Video Games: The Visual Politics of Race, Gender and Space"Playing Nature is an ambitious project that makes a compelling case for ecocritical game studies. The book reverberates far beyond its main subject, speaking to the environmental humanities, comparative media studies, and the biophysical sciences. Alenda Y. Chang shows how a wide range of analog and digital games immerse players in ecological knowledge while also integrating gaming with other contemporary cultural forms, from speculative novels and documentary films to scientific experiments."—Allison Carruth, UCLA"Scholarly yet accessible, imaginative yet stuffed with ideas from across the humanities and the sciences, Playing Nature is a fascinating analysis of the transformative potential of gaming, showing how the medium could be used to address serious issues around climate change and environmental justice."—Foreword Reviews"But by daring to ask how video games might make the world lively and sound, Chang sparks a necessary conversation."—Science Magazine"Providing a deep understanding of what the games set out to do, this book reveals that these projects may well point the way to the future."—CHOICE"It is a timely and ground-breaking work that firmly places video games well within the scope of environmental studies."—ISLE"A useful analysis for non-nature video games."—Gamers With Glasses

    £20.69

  • A Gamer Logs into a Bar

    HarperCollins Publishers A Gamer Logs into a Bar

    1 in stock

    Book SynopsisGaming just got a whole lot funnier.What was the console gamer''s New Year's resolution?1280x720.Why did Frogger cross the road?Because after an hour and a half you've finally completed the level.Why would a grown-up want to play Pokémon Go?Wynaut?This is a joke book for anyone who knows that AAA isn't just a battery type, you don't need scissors to do some crafting and that you don't have to go outdoors to try camping.*Parental guidance: Occasional fruity language and jokes of a sexual nature*

    1 in stock

    £7.59

  • The Football Managers Guide to Football

    Cornerstone The Football Managers Guide to Football

    1 in stock

    Book SynopsisIain Macintosh was the co-author of 2012's surprise Backpage Press hit 'Football Manager Stole My Life'. A football writer by trade, he's written for newspapers, magazines and websites around the world including: Sports Illustrated, ESPNFC, The Blizzard and the Irish Examiner. This will be his eighth book.

    1 in stock

    £10.44

  • Designing Serious Games

    MIT Press Ltd Designing Serious Games

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £72.00

  • The SNES Omnibus

    Schiffer Publishing Ltd The SNES Omnibus

    1 in stock

    Book Synopsis

    1 in stock

    £36.79

  • The SNES Omnibus

    Schiffer Publishing Ltd The SNES Omnibus

    1 in stock

    Book Synopsis

    1 in stock

    £36.79

  • The 100 Greatest Console Video Games

    Schiffer Publishing Ltd The 100 Greatest Console Video Games

    1 in stock

    Book SynopsisThe best of the best in gaming from a single decade: 1988ΓÇô1998!

    1 in stock

    £29.59

  • RolePlaying Game Studies

    Taylor & Francis RolePlaying Game Studies

    1 in stock

    Book SynopsisThis handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or playerâcharacter relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars Trade Review"Multivocal, robust, and, indeed, compelling....Role-Playing Game Studies is an excellent resource and starting point for a great many research projects touching on RPGs, and a welcome addition to the game studies literature."--Alex Chalk, First Person Scholar"An incredibly wide-ranging look at role-playing games from multiple angles, this book is set to become the authoritative work on the subject for years to come. If you’re looking to learn more about RPGs, whether as a player, researcher or designer, there’s something – many somethings! – in here for you." - Richard Bartle, MMO pioneer, co-creator of MUD, author of Designing Virtual Worlds"The sheer, massive range of subjects that are covered in Role-Playing Game Studies makes it a must-have for any serious scholar in the field. Especially the interdisciplinary texts are worth diving into - since this is, at its heart, an interdisciplinary field." - Claus Raasted, CEO of Dziobak Larp Studios, Chairman of Rollespilsfabrikken, Co-founder of The College of Extraordinary Experiences"Given the sheer number of perspectives compiled within this volume the editors skilfully enable and maintain a coherent narrative whilst allowing for different voices and viewpoints to develop and flourish. It is a generous and yet congruent approach that is to be applauded. In summarising over four decades of research, whilst encouraging an interdisciplinary attitude and introducing the reader to current issues (that should serve as inspiration for future studies), this book should be considered as essential reading for any scholar wanting to incorporate RPGs of any variety into their research." - Sam Illingworth, Games Research NetworkTable of Contents1 The Many Faces of Role-Playing Game StudiesSebastian Deterding and José P. ZagalPART I: DEFINITIONS2 Definitions of "Role-Playing Games"José P. Zagal and Sebastian DeterdingPART II: FORMS3 PrecursorsJon Peterson4 Tabletop Role-Playing Games William J. White, Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner, and Jonathan Walton5 Live-Action Role-Playing Games J. Tuomas Harviainen, Rafael Bienia, Simon Brind, Michael Hitchens, Yaraslau I. Kot, Esther MacCallum-Stewart, David W. Simkins, Jaakko Stenros, and Ian Sturrock 6 Single-Player Computer Role-Playing GamesDouglas Schules, Jon Peterson, and Martin Picard7 Multi-Player Online Role-Playing Games Mark Chen, Riley Leary, Jon Peterson, and David W. Simkins8 Online Freeform Role-Playing GamesJessica Hammer9 The Impact of Role-playing Games on CultureEsther MacCallum-Stewart, Jaakko Stenros, and Staffan Björk PART III: DISCIPLINARY PERSPECTIVES10 RPG Theorizing by Designers and PlayersEvan Torner11 Performance Studies and Role-Playing GamesSarah Hoover, David W. Simkins, Sebastian Deterding, David Meldman, and Amanda Brown12 Sociology and Role-Playing GamesJ. Patrick Williams, David Kirschner, Nicholas Mizer, and Sebastian Deterding13 Psychology and Role-Playing GamesSarah Lynne Bowman and Andreas Lieberoth14 Literary Studies and Role-Playing GamesDavid Jara and Evan Torner15 Learning and Role-Playing GamesJessica Hammer, Alexandra To, Karen Schrier, Sarah Lynne Bowman, and Geoff Kaufman16 Economics and Role-Playing GamesIsaac Knowles and Edward Castronova17 Science and Technology Studies and Role-Playing GamesRafael Bienia 18 Game Design and Role-Playing GamesStaffan Björk and José P. Zagal19 Communication Research and Role-Playing GamesWilliam J. WhitePART IV: INTERDISCIPLINARY ISSUES20 Worldbuilding in Role-Playing GamesKaren Schrier, Evan Torner, and Jessica Hammer21 Role-Playing Games as Subculture and FandomEsther MacCallum-Stewart and Aaron Trammell22 Immersion and Shared Imagination in Role-Playing GamesSarah Lynne Bowman23 Players and Their Characters in Role-Playing GamesSarah Lynne Bowman and Karen Schrier24 Transgressive Role-playJaakko Stenros and Sarah Lynne Bowman25 Sexuality and the Erotic in Role-PlayAshley ML Brown and Jaakko Stenros 26 Representation and Discrimination in Role-Playing GamesAaron Trammell27 Power and Control in Role-Playing GamesJessica Hammer, Whitney Beltran, Jonathan Walton, and Moyra Turkington

    1 in stock

    £51.99

  • How to Do Things with Videogames

    University of Minnesota Press How to Do Things with Videogames

    3 in stock

    Book SynopsisA fresh look at computer games as a mature mass medium with unlimited potential for cultural transformationTrade Review"What can you do with videogames? Play pranks, meditate on politics, achieve zen-like zone-outs, turn the act of travel back into adventure, and describe how to safely exit a plane—among other things, as Ian Bogost explains in this superb, philosophical, and wide-ranging book on the expressive qualities of games."—Clive Thompson, columnist for Wired and contributing writer for the New York Times Magazine"Gamers often beg for a critic with the persuasive power and range of a Lester Bangs or a Pauline Kael. With this book, Ian Bogost demonstrates his capacity to take up their mantle and explain to a larger public why games matter in modern culture. The book’s goals are simple, straight forward, and utterly, desperately needed. How to Do Things with Videogames may do for games what Understanding Comics did for comics—at once consolidate existing theoretical gains while also expanding dramatically the range of people who felt able to meaningfully engage in those discussions." —Henry Jenkins, author of Fans, Gamers, and Bloggers: Understanding Participatory CultureTable of ContentsContentsIntroduction: Media Microecology1. Art2. Empathy3. Reverence4. Music5. Pranks6. Transit7. Branding8. Electioneering9. Promotion10. Snapshots11. Texture12. Kitsch13. Relaxation14. Throwaways15. Titillation16. Exercise17. Work18. Habituation19. Disinterest20. DrillConclusion: The End of GamersNotesGameography

    3 in stock

    £14.24

  • Designing Video Games

    Pen & Sword Books Ltd Designing Video Games

    1 in stock

    Book Synopsis

    1 in stock

    £23.99

  • The Best Competitive Multiplayer Games

    Pen & Sword Books Ltd The Best Competitive Multiplayer Games

    1 in stock

    Book SynopsisVideo games can be truly rewarding experiences whether you're knocking Bowser into a fiery inferno, scrapping seconds off a lap time around Silverstone to turn it into a record breaker, or solving a head-scratching Picross puzzle after a quiet and focused half hour. When that accomplishment happens to involve besting a friend sitting on the very same couch or a stranger (or ninety-nine for that matter) halfway round the world it's made all the more sweeter. Knowing you've bested not just the video game, but another hungry competitor too. So put on your meanest game face as The Best Competitive Multiplayer Games guides you through sixty of the best multiplayer titles around. From burning rubber across Rainbow Road to deceiving and hunting your friends aboard a space ship, there's plenty of ways to flex your gaming skills (not to mention ample chance to celebrate with your favourite victory dance). Featuring games released over the past thirty years and covering all sorts of genres including online shooters, face kicking fighters, score-chasing puzzlers and a few unexpected surprises too, this fully illustrated guide includes detailed explanations of every entry, fascinating facts and what makes them a top candidate to settle a score with friends or rivals.

    1 in stock

    £31.88

  • The History of the Adventure Video Game

    Pen & Sword Books Ltd The History of the Adventure Video Game

    Out of stock

    Book SynopsisDiscover the origins of adventure gaming, dating back to the '70s.

    Out of stock

    £999.99

  • A Guide to Video Game Movies

    Pen & Sword Books Ltd A Guide to Video Game Movies

    1 in stock

    Book SynopsisInformation on over 40 of the biggest video game movies!

    1 in stock

    £24.00

  • The History of the Stealth Game

    Pen & Sword Books Ltd The History of the Stealth Game

    1 in stock

    Book SynopsisExclusive accounts of the stories behind the biggest stealth games.

    1 in stock

    £17.09

  • Hey Listen

    Headline Publishing Group Hey Listen

    1 in stock

    Book SynopsisEqual parts hilarious and informative, Hey! Listen! should be in every gamer''s library. - Lucy James, (Gamespot) An informative, accessible romp through the early years of the games industry. All hail Il pirata pallido; the gaming hero we never knew we needed.- Adam Rosser BBC Radio 5LiveSteve McNeil is funny, knowledgeable, and a massive, shameless, nerd. His brilliant book reminded me just how much of my life I''ve wasted. If the Golden Age of Gaming is a horse, then Steve''s book is the stable. - Paul Rose (aka Mr Biffo), DigitiserA thoroughly enjoyable look at the early days of video gaming - comprehensive and fun. Loved it! - Stuart Ashen (aka ashens)The ''A La Recherche du Temps Perdu'' of the gaming community. The ''A La Recherche du Temps Pew-Pew-Pew'', as it were. - Dara O''BriainIf ''Games Master'' was a Nobel title passed on through the ages like ''Duke of York'' or ''Rear oTrade ReviewThe 'A La Recherche du Temps Perdu' of the gaming community. The 'A La Recherche du Temps Pew-Pew-Pew', as it were. - Dara O BriainSteve McNeil's brilliant book reminded me just how much of my life I've wasted. - Mr Biffo, DigitiserHugely funny, and full of fantastic facts about the history of video games. But enough about me; Steve's book is also quite good. Ellie Gibson, Eurogamer - Ellie Gibson, EurogamerIf 'Games Master' was a Nobel title passed on through the ages like 'Duke of York' or 'Rear of the Year' rather than simply the name of a 90s magazine and TV show then Steve McNeil would surely be the current holder of the esteemed position. What I'm saying is, he knows a LOT about games... - Scroobius Pip

    1 in stock

    £13.49

  • The Kerbal Players Guide

    O'Reilly Media The Kerbal Players Guide

    15 in stock

    Book SynopsisKerbal Space Program (KSP) is a critically acclaimed, bestselling space flight simulator game. It's making waves everywhere from mainstream media to the actual space flight industry, but it has a bit of a learning curve. In this book, five KSP nerds-including an astrophysicist-teach you everything you need to know.

    15 in stock

    £25.59

  • The Art Of Apex Legends

    Dark Horse Comics,U.S. The Art Of Apex Legends

    1 in stock

    Book Synopsis

    1 in stock

    £30.39

  • Pet Simulator Guide Book

    Scholastic US Pet Simulator Guide Book

    1 in stock

    Book SynopsisThe Pet Simulator guidebook is the ultimate resource for gamers wholove the adorable pets from Pet Simulator. It's bursting withtrading tips, stats, facts and adorable art featuring your favouritepets!

    1 in stock

    £9.89

  • Pathfinder Player Companion: Haunted Heroes

    Paizo Publishing, LLC Pathfinder Player Companion: Haunted Heroes

    Out of stock

    Book SynopsisDeath is not the end! In a world filled with undead, resurrection, and beings from beyond the mortal plane, long-dead mistakes can still cause problems for the living—or provide opportunity. Pathfinder Player Companion: Haunted Heroes Handbook takes aim at possessing forces of all sorts, from worldly magic to spirits of the dead, and provides you with options to rid yourself of that influence, take back control, or profit by cunning bargains with forces in need of a mortal vessel. This handbook also provides valuable information on the places, organizations, and faiths especially concerned with spirits, hauntings, and possession, and how any of these can affect your outlook and abilities. Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

    Out of stock

    £999.99

  • How to Beat Minecraft

    Welbeck Publishing Group How to Beat Minecraft

    2 in stock

    Book SynopsisIt''s time for a brand new Minecraft guide! How to Beat Minecraft is the independent and unofficial guide with everything a player could possibly need to finish the game in survival mode. Starting from the very first moment you begin the game in a completely new world, the book will show you the best methods for mining, crafting and creating a shelter, then lead you through farming, making enchanted objects, interacting with villagers, and exploring. Finally, you''ll learn how to enter the dangerous world of the Nether and survive there, and how to beat the Ender Dragon and complete the game. It''s packed full of info on the very latest completely new elements in Minecraft, including pillagers, pandas, shipwrecks and more. This epic book has everything that a player needs to beat Survival Mode and become a Minecraft champion!

    2 in stock

    £12.59

  • Gamechanger: From playing FIFA to owning my own

    Ebury Publishing Gamechanger: From playing FIFA to owning my own

    1 in stock

    Book SynopsisHow one man went from gaming and making videos at home to becoming a football club owner'The bizarre new world of football' Guardian I lifted the trophy triumphantly over my head, just as I’d seen so many FA Cup, World Cup and Champions League winners do on TV. It was quite simply the best moment of my life. Hashtag United had won. So, how on earth did this happen? How did a kid who at one point couldn’t even get in his school team end up playing at Wembley Stadium in front of 20,000 people? How did someone who spent his life playing computer games get to play football in the same side as World Cup- and Champions League-winning players?I'm hardly sure myself. But here's my attempt to tell the story.

    1 in stock

    £11.69

  • Marvel Contest of Champions: The Art of the

    Titan Books Ltd Marvel Contest of Champions: The Art of the

    2 in stock

    Book SynopsisOver the years, Marvel Contest of Champions has become more epic, the heroes more powerful and the enemies more cunning - but the game has retained its core: the greatest battles in Marvel history! You have been summoned to the Battlerealm for the greatest Super Hero showdowns! Who will conquer the Contest? Marvel Contest of Champions: The Art of the Battlerealm is the ultimate visual companion for a true collector. Capturing the intensity of Kabam's extraordinary game, this book features amazing concept art, sketches and storyboards. Discover more about Marvel's vast Battlerealm - the cosmic arena for the Contest of Champions - and your favourite Super Heroes and Villains, with exclusive commentary from the creators and fascinating insights into the creative process. This incredible collection of art will take you on an exciting journey through the dangerous and mysterious world of Marvel Contest of Champions.Trade Review“No brainer pickup for Contest of Champions super fans thanks to the great looking concept art and information it provides for the game's run” - Entertainment Buddha“interesting commentary and insight into making a game world that’s a combination of many things, yet comes out being its own thing” - Adventures in Poor Taste “a true celebration...Recommended!” - Impulse Gamer“very insightful to the game” - Geekisphere

    2 in stock

    £23.99

  • The Art of Hearthstone: Year of the Kraken

    Titan Books Ltd The Art of Hearthstone: Year of the Kraken

    1 in stock

    Book SynopsisFeaturing stunning concept art and visual details, this is the second volume of artwork of Blizzard's Hearthstone game. Something stirs in the dark... The second volume of The Art of Hearthstone dives 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 glamourous 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.

    1 in stock

    £21.24

  • The Art of the Hearthstone: Year of the Mammoth

    Titan Books Ltd The Art of the Hearthstone: Year of the Mammoth

    2 in stock

    Book SynopsisThe third volume of The Art of Hearthstone chronicles the artistic achievements that infused the Year of the Mammoth with charm, character, and beauty. Through vivid illustrations and behind-the-scenes interviews with artists and game designers, The Art of Hearthstone draws back the curtain to a massive creative undertaking, showing how a huge team came together to deliver one of Hearthstone's most impressive years ever.

    2 in stock

    £21.24

  • The Art of Hearthstone: Year of the Raven

    Titan Books Ltd The Art of Hearthstone: Year of the Raven

    1 in stock

    Book SynopsisThe Year of the Raven reaches new heights on dark wings! With a few years under its collective belt, the Hearthstone team needed to find an edge: sharper and more striking than a corvid's beak. In The Art of Hearthstone, Volume IV: Year of the Raven, the designers, engineers, and artists of the smash-hit digital card game pour their cunning into innovative design changes, remarkable animated art, and all-new transmedia content. From the haunted lands of Gilneas in The Witchwood soaring to the laboratories of Outland in The Boomsday Project and touching down to the lively arena of Rastakhan's Rumble, the Year of the Raven has something unique for everyone. Fly alongside the Hearthstone team's creative genius (or madness?) to learn how it was done!

    1 in stock

    £22.94

  • The Art of Hearthstone: Year of the Dragon

    Titan Books Ltd The Art of Hearthstone: Year of the Dragon

    1 in stock

    Book SynopsisA motley crew of singing villains. A ragtag team of adventurers. A conflict that could decide the fate of Azeroth itself. It's safe to say that Hearthstone's never looked so exciting! For the first time, Blizzard Entertainment's collectible card game told a complete, continuous story across three expansions. The Art of Hearthstone, Volume V: Year of the Dragon shows hundreds of fantastic illustrations created by dozens of artists for the game's cards, cinematics, and concept art, as well as diving deep into the creative process and pipeline that made the Year of Dragon one of Hearthstone's most ambitious.

    1 in stock

    £22.94

  • The Overwatch Short Story Collection

    Titan Books Ltd The Overwatch Short Story Collection

    2 in stock

    Book SynopsisEnter the world of Overwatch, the smash-hit from Blizzard Entertainment, in this five-story anthology chronicling some of the video game's most fascinating and celebrated characters, now available for the first time in print! Since its initial launch in 2016, Overwatch has captivated the imaginations of over 50 million players worldwide. Now fans can join some of the game's most iconic heroes-and villains-on a series of missions ranging from the lush Caribbean to southern India, and everywhere in between. Authored by some of the most compelling voices in science fiction today, including Michael Chu, Brandon Easton, Christie Golden, and Alyssa Wong, this short story anthology is rife with themes of love and loss, ambition and despair, alliances and conflict, all pointing toward a common hope, that the future is worth fighting for.

    2 in stock

    £15.29

  • The Art and Making of Dune Awakening

    Titan Books Ltd The Art and Making of Dune Awakening

    1 in stock

    Book SynopsisUncover the mysteries behind the making of the epic open world survival game,Dune Awakening.

    1 in stock

    £31.99

  • F2: Galaxy of Football: Attack of the Football

    Bonnier Books Ltd F2: Galaxy of Football: Attack of the Football

    1 in stock

    Book SynopsisThe ultimate football adventure story from the world's greatest football duo, The F2When the evil Galaxico aliens steal the game of football from planet Earth, it's up to Jez and Billy (and the help of their trusty time machines) to assemble the greatest team to have ever played the beautiful game in the hope of stealing it back! From the 1958 World Cup Final, to the year 3000, The F2 travel through time and call upon some of heroes of footballs past, present and future to help in their quest to reinstate the joys of playing the game. With cameos from Pele, Steven Gerrard, Cristiano Ronaldo (and his granddaughter from the future, Julia Ronaldo!), this is a wonderful football story of good vs evil!

    1 in stock

    £13.49

  • FORTNITE (Official): The Chronicle: 2020

    Artbooks FORTNITE (Official): The Chronicle: 2020

    1 in stock

    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!

    1 in stock

    £12.60

  • The Big Book of Roblox: The Deluxe Unofficial

    Triumph Books The Big Book of Roblox: The Deluxe Unofficial

    3 in stock

    Book SynopsisWith over 90 million monthly users and counting, Roblox is one of the most popular games on the planet! The Big Book of Roblox helps players get the most out of this dynamic sandbox game. Packed with tips, hints, and hacks, this complete, up-to-date guide covers basic strategy as well as advanced tricks and is essential reading for anyone who wants to play like a pro. Topics covered include navigation, combat, trading, and mini games—accompanied by over 100 full-color gameplay photos. Additional chapters focus on building mode, popular in-game experiences, and even a look behind the scenes. Take your creations to new levels and maximize the value of your playing time with The Big Book of Roblox!

    3 in stock

    £17.05

  • Agile Game Development

    Pearson Education Limited Agile Game Development

    2 in stock

    Book Synopsis

    2 in stock

    £34.19

  • Postsecondary Play

    Johns Hopkins University Press Postsecondary Play

    1 in stock

    Book SynopsisSummarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.Trade ReviewA worthwhile addition to the dynamic body of knowledge through the scholarship of teaching and learning. Its key arguments cross geographic borders, and the key themes are timeless. Canadian Journal of Higher Education Summons a chorus of experts and articulates their varied and informative perspectives through clearly written and well-organized essays. Those hoping to understand better the state of higher education and the role that games and social media will play in its development should certainly read this book. American Journal of Play Recommended for educators and the technology community. Library Journal This book (hardcover or electronic format) is a worthwhile addition to the dynamic body of knowledge through the scholarship of teaching and learning. Its key arguments cross geographic borders, and the key themes are timeless Canadian Journal of Higher EducationTable of ContentsAcknowledgmentsIntroduction. Why Games and Social Media?Part I: What Is the Current Landscape of Higher Education?Chapter 1. The Disruptive Future of Higher EducationChapter 2. The Need to Increase College Enrollment and Completion Chapter 3. Transition Readiness: Making the Shift from High School to College in a Social Media WorldChapter 4. From Communication to Community: How Games and Social Media Affect Postsecondary StakeholdersPart II: What's in a Game?Chapter 5. What Games Do Well: Mastering Concepts in PlayChapter 6. The Open Laptop Exam: Reflections and SpeculationsChapter 7. Games, Passion, and "Higher" EducationChapter 8. Game-Like Learning: Leveraging the Qualities of Game Design and PlayPart III: What Do We Know about Games and What Do We Need to Learn?Chapter 9. Assessing Learning in Video GamesChapter 10. Implications and Applications of Sociable Gaming for Higher EducationChapter 11. Gender, Social Media, Games, and the College LandscapeChapter 12. How Much Technology Is Enough?Conclusion. The Shape of Things to ComeGlossaryContributors Index

    1 in stock

    £35.10

  • Game: Animals, Video Games, and Humanity

    University of Minnesota Press Game: Animals, Video Games, and Humanity

    1 in stock

    Book SynopsisA playful reflection on animals and video games, and what each can teach us about the other Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.Trade Review "With his characteristic combination of wit and erudition, Tom Tyler explores the powers of virtualization that stretch from the OED and the literary canon to video games both old and new. As he demonstrates, the power of reading closely, watching keenly, and listening carefully is an invitation to play otherwise, to push back against the force of the generic, whose foremost example might well be what we call, dumbly, ‘the animal.’"—Cary Wolfe, author of What is Posthumanism? and founding director, 3CT: Center for Critical and Cultural Theory, Rice University "Ducks, dogs, sheep, and squid—not to mention dung beetles. These and many more creatures roam through Tom Tyler's lively ruminations on the nature of animals in video games. With its delightful zigzags through etymology, folklore, literature, and history, Tyler shows how thinking about video games by considering the animals within defamiliarizes videogames, recenters the nonhuman, and revitalizes our sense of our own humanness."—Mark Sample, Davidson College "A brisk, insightful, and accessible study of the myriad relationships between animals and games . . . Tyler’s Game is a thoughtful reflection on what it means to be human in a hypermediated world on the verge of breakdown, with an eye toward a more ethical multispecies future to come. "—Ancillary Review of Books "A delightful and quirky stroll through everything from game design to primatology and Shakespearean tragedy to the sitcom Frasier."—Animal Studies Journal "In an era of egregious mistreatment and collective willed ignorance about animals and their lives, Game knowingly offers innocent fun with its roster of virtual beasts, alongside an unapologetic investment in the welfare of real animals."—Gamers with Glasses "The book is explicitly designed as a Trojan horse that might appear to be a playful series of essays about the role of animals in video games, but actually poses deep-rooted philosophical questions about what it means to be human."—New Formations "Tyler is clearly having fun with his work—in his crafty wordplay, in his deep engagement in the mechanisms and movements and scenes of games."—ISLE "The unpretentious writing style, the varied selection of theory and games, the entertaining structure, and the many telling puns allow the reader to gain insights even without previous specialist knowledge. With Game, Tyler presents a hybrid book that is neither fish nor fowl, but rather consists of all kinds of different species of texts."—Press Start "Game, by Tom Tyler, is a collection of twelve interesting and engaging essays on the nature of humanity, animality, and play."—H-Net Reviews "Game has an enormous sweep: Tyler’s erudition supports and adds gravitas to his playful style and subject matter. If you’d enjoy massively evocative, wide-ranging occasions for thought about “animals, video games, and humanity,” here you go."—Journal of Aesthetics and Art Criticism "The book brings to bear Tyler’s broad knowledge of how animals have figured in language and culture through centuries of coexistence with people, while also assessing the new representational possibilities for animals posed by video games. "—Afterimage "The reader is drawn into Tyler's witty style and gradually exposed to the difficulties of encountering animals in both games and real life."—Ecozon@ Table of ContentsAcknowledgments1. Game2. A Singular of Boars3. How Does Your Dog Smell?4. Enumerating Ruminants5. An Inkling6. Playing Like a Loser7. A Thing Worth Doing8. Cows, Clicks, Ciphers, and Satire9. Meanings of Meat10. Total BS!11. Misanthropy without Humanity12. Difficulties13. Trojan HorsesNotesBibliographyLudographyPublication HistoryIndex

    1 in stock

    £19.79

  • H.W. Wilson Publishing Co. Careers in Gaming

    3 in stock

    Book Synopsis

    3 in stock

    £105.40

  • The Art of Titanfall

    Titan Books Ltd The Art of Titanfall

    2 in stock

    Book SynopsisThe Art of Titanfall will take readers on a no-holds barred look at Respawn Entertainment's hugely anticipated multiplayer shooter - featuring exclusive concept and development art, showcasing the all-out warfare between the agile pilots and lethal Titans of the Interstellar Manufacturing Corporation and the M-COR militia, as well as the war-torn battlefields found throughout the game.Trade Review"A monster of an artbook." - DualShockers "With so much material, this is a whopper of a book, and that's no understatement." - Gamenguide"A worthy investment for fans of “Titanfall” looking to get some great concept art." - Geek Smash "Some of the images on display are worthy of hanging on the wall of an art gallery." - Continue Play"It’s a beautiful addition to any collection, and fans of the game shouldn’t pass it up." - Delta Attack"Titan Books did a fantastic job capturing the energy and spirit of the creative process and if you’re a fan of Titanfall, this is the perfect coffee table companion." - What’s Your Tag"An impressive tome." - Destructoid"The book’s construction is typically high quality, pleasing to the eyes and the hands alike." - OnlySP"It would make a great addition to any gamer’s coffee table or library." - Entertainment Buddha"A gorgeous, coffee table-sized book." - Suvudu"You will be amazed at the level of detail they discuss in the book." - Don’t Forget Your Towel "The Art of Titanfall is worth picking up for the fantastic artwork alone. That’s probably the case for any art book, but this one in particular ticks all of the boxes for someone who likes military SF." - SF Signal"This book is spectacular. The breathtaking views, up close details of the Titans and the back story are captivating." - Geek Dad"It’s really impressive the amount of detail that went into creating this game and the art work definitely highlights this." - Fansided"Titan Books is definitely on a roll with releasing these quality artbooks!" - Nerd Reactor"I got my hands on the art book and I must say, it’s made me even more excited to play the game." - Nerdy But Flirty"The book effectively immerses you in the universe and delivers interesting details on the world you might not get from the game. Highly recommended." - Adventures in Poor Taste"If you’re a fan of art books, the The Art of Titanfall has it all. Much like it’s source material, it’s massive, shiny and the sheer weight will crack your coffee table." - Lazy Gamer"There’s a lot of beauty and soul on the pages contained in The Art of Titanfall. It’s an impressive collection." - Arcade Sushi"For an inside look at how this amazing world was put together, crack the cover of The Art of Titanfall." - Red Orbit"The book features a nice thick hard cover, dust jacket, and thick gloss pages that just scream quality. This is what we have come to expect with the publisher Titan Books which with every title they seem to one up the last." - Urban Vinyl Daily "The actual book itself is slick and nice to look at, like those expensive tomes you see at Barnes and Noble full of high quality reproductions of famous paintings. If someone breaks into your house and this is all you have to defend yourself, you stand a fighting chance. You could definitely bludgeon an intruder into unconsciousness with this, and there’s a distinct possibility it could stop at least a small-caliber bullet, it’s rather substantial. If you’re a gamer, especially one particularly excited for Titanfall, this book is definitely worth your time." - Giant Freakin Robot "The Art of Titanfall is a well-crafted, visually pleasing book that would make a great addition to the collection of any gamer or art fan." - Xbox One Daily"If you’re as big a fan as I already am for this game, you’ll want to pick this up because it is a must have." - Project Fandom"The Art of Titanfall also does something I would not have expected after I had played the beta for Titanfall. It has made me even more excited for the game." - The Flickcast"If you just can’t get enough Titanfall, this is the definitive companion piece, and a must-have for any fan." - Gaming Trend"The artwork itself is gorgeous." - Video Games Artwork"A must-have for every Titanfall fan’s coffee table, full of gorgeous artwork, behind-the-scenes info on the game’s development and some shocking surprises thrown in." - Titanfall Gamer"The Art of Titanfall Book is Must Have For Every Titanfall Fan...The Art of Titanfall clearly defines how an art book should look like!" - Segment Next"The Art of Titanfall is a behemoth of a book, and it’s a must-have for video game and art enthusiasts alike...The intricate amount of detail and knowledge put into this book is a feat within itself, and I praise every page of this masterpiece." - Max Level"I highly recommend this." - Nerdology 101"It is beautiful." - Mighty Mega"This book is another great masterpiece from Andy McVittie and the Titan Books crew." - EGM Now"After taking the time to look through The Art of Titanfall book I was thoroughly impressed. This book acts as proof that an insane amount of time and effort was put into the creation of the game. This is a gorgeous piece of art within itself and would be an excellent addition to any art collectors, Titanfall fan or even general gamers collection. I don’t think that any gamer in their right mind wouldn’t display this book on their coffee table." - SteamFirst"Truly The Art of Titanfall is a must have for fans of the game, and can easily be thought of as a conversation starter that begins around a coffee table." - Thumb Destruction"Overall I highly recommend picking up The Art of Titanfall if you are interested in the game or its universe. The book provides a great amount of insight into the artistic side of the development of the game." - Game Cavern"With 192-hundred pages filled with some of the neatest conceptual designs available, The Art of Titanfall is a beautiful and fascinating look into next-gen’s most anticipated game." - Another Castle "All the images are crisp, clear and show tons of detail. For those of you who like to collect video game art books this is definitely not one you would want to pass up." - Game Chup"Proving to be an essential read for those looking to get their fill on the TitanFall universe, as well as being a great companion to the game itself, The Art of TitanFall is an amazing piece of work that delivers on the message of what Joel Emslie, Vince Zampella, and the entire team of Respawn Entertainment are hoping to give the players once they experience the game for themselves. This isn’t a book filled with 200 pages of sketches displaying what worked and what didn’t work, this is a journey that can only be realised through the turn of the page and the press of the button." - Gaming Bolt "You really won’t get a good sense of Titanfall’s massive scale and rich universe until flipping through these pages." - MP1st "Overall it is a very impressive collection and one that any gamer I think would enjoy. I’ve loved Titan Publishing’s art-collections in the past, and with such a terrific title being the centerpiece of another new art-book, I would say collecting it is an easy decision to make." - The Slanted"The Art of TITANFALL is the image of manufactured perfection. The size alone is impressive. It walks the fine line between an art book and a strategy guide with finesse. Giving just enough information to have you begging for more. I definitely recommend that every fan of TITANFALL go out and pick up a copy of this book. It is definitely worth the investment." - Active Respawn"Whether you like sci-fi artwork, giant robots, the game or anything in-between, you’ll find this is well worth picking up and adding to your collection." - Diehard GameFAN"Amongst The Art Of Titanfall’s nearly 200 pages there’s more than a few surprises." - Enemy Slime"Definitely worth picking up for fans." - Examiner"Gorgeous." - Escapist News "I’m so pleased to have The Art of Titanfall gracing my video game art book shelf. I can’t recommend it enough for video game art book connoisseurs." - Gaming Angels"The Art of Titanfall reminds of those Japanese technical art books for Gundam and Macross, because I grew up with anime and just loved the technical robot designs and details. You don’t have to be a fan of the videogame Titanfall to enjoy this art book. If you like military costumes, mecha designs, exotic future sci-fi city landscapes, and of course the weapons, this book will be a solid reference book in your library and an inspiration for creative artists." - Retrenders"Whether you’re already a Titanfall junkie, or you’re just a sucker for a great art book, The Art of Titanfall has a lot to offer." - Games Fiends "This book does a great job at exploring all facets of this game." - Irate Gamer "A great addition to any person’s art collection – gamer or not." - Pixel Related"Titan has been crushing it on the art book front lately, and this newest release only continues the trend." - VG Bloggers "The Art of Titanfall is a gorgeous." - Steam First Most Anticipated Game of 2014 - VGX Awards

    2 in stock

    £23.99

  • Destiny Grimoire Anthology: Vol.4

    Titan Books Ltd Destiny Grimoire Anthology: Vol.4

    1 in stock

    Book SynopsisThe must-have collectible compendium, continuing the extensive lore compilation of the Destiny universe. Destiny Grimoire Anthology, Volume IV: The Royal Will, unravels the making and methods of two of Destiny's most powerful monarchs-Mara Sov, the Queen of the Awoken and Oryx, the Taken King. Through a curated selection of lore surrounding their legends, these pages explore beyond their storied rise to power and ill-fated confrontation among the rings of Saturn to reveal a deeper understanding of the mysterious Awoken and examine the very essence of Light and Dark.

    1 in stock

    £19.54

  • Ultimate Guide to Video Game Writing and Design,

    Watson-Guptill Publications Ultimate Guide to Video Game Writing and Design,

    Book SynopsisFocuses on creating games that are an involving, emotional experience for the gamer. This title includes topics such as: integrating story into the game, writing the game script, putting together the game bible, creating the design document and working on original intellectual property versus working with licenses.

    £14.39

  • Penguin Books Ltd If All the World and Love Were Young

    4 in stock

    Book SynopsisWinner of the Forward Prize for Best First CollectionWinner of the E. M. Forster Award Winner of the Rooney Prize for Irish Literature Shortlisted for the Dylan Thomas Prize Shortlisted for the John Pollard Poetry Prize A Sunday Times, New Statesman and Telegraph Book of the Year 2019''Every poem in this book is a marvel. Taken all together they make up a work of almost miraculous depth and beauty'' Sally Rooney''A poetry debut fit to compare with Seamus Heaney. This wonderful long poem is up there with the greats'' Sunday TimesWhen Stephen Sexton was young, video games were a way to slip through the looking glass; to be in two places at once; to be two people at once. In these poems about the death of his mother, this moving, otherworldly narrative takes us through the levels of Super Mario World, whose flowered landscapes bleed into our world, and ours, strange with loss, bleed into it. His remarkable debut is a daring exploration of memory, grief and the necessity of the unreal.Trade ReviewThe most impressive debut collection of the year so far: beautiful, sincere and unexpectedly heartbreaking -- Tristram Fane Saunders * The Telegraph *An astonishing debut...The writing itself hardly draws breath; it's crowded and confident in range and depth...If poetry is "about" anything, then If All the World is about cancer, bereavement, family life, natural and material worlds and the nature of memory. Despite this range it is quite astonishingly through-composed....it is a book to gulp down at one sitting, then to return to, to savour * The Guardian *A poetry debut fit to compare with Seamus Heaney. This wonderful long poem is up there with the greats...A wonderful piece of writing * The Times *Every poem in this book is a marvel. Taken all together they make up a work of almost miraculous depth and beauty -- Sally RooneyThe best poetry of the year so far * Sunday Times *Stephen Sexton's collection If All the World and Love Were Young has a playful quality and a lightness of touch that he somehow combines with the jagged-ness of grief to make a sequence of poems that is very fresh and eerily beautiful. It is clear from the first lines that this is a debut of significance, one that achieves a most difficult balancing act between wildness and control. -- Kevin Barry * New Statesman Books of the Year *There's virtuosity aplenty in Stephen Sexton's poetry debut If All the World and Love Were Young, too. Imagery and emotion interweave in a work of astonishing maturity by the young Northern Irish poet, whose impressive new voice promises to help refresh contemporary verse. -- Fiona Sampson * New Statesman Books of the Year *Poignant, playful yet disarmingly sincere, it's the year's best debut -- Tristram Fane Saunders * Telegraph Books of the Year *This is an extraordinary, moving collection of poems whose dense, constrained forms are the forms the intellect takes when it is coping; the self takes when it can, as it must; when the subject envelopes. This book is as rich and sustaining, as memorable and inimitable as is the loved one's voice. You will follow it across the Causeway, into the beached whale in Donegal, into the pixelated hyacinths and the heavy rain. With the munificent vocabulary of Alan Gillis and the gut-punched wisdom of Anne Sexton and Denise Riley, the speaker claims: 'I tried to make a monument from the emptiness of the house.' Sexton has made a monument. Readers: crowd around it. -- Caoilinn HughesA remarkable requiem for the poet's mother and for the worlds of childhood imagination...a beautiful, vital, generous work of art -- Lily Ní Dhomhnaill * The Stinging Fly *This book of poetry is far beyond wondrous. A thing of devastating beauty ... anyone that loves language and has lost someone dear to them will drink this book down like an elixir. Even the book title seems to have an entire symphony in it. Thank you #stephensexton. This book is a gift to anyone that reads it. As it was for me -- Gary Lightbody, Snow Patrol

    4 in stock

    £10.44

  • Gaming Representation  Race Gender and Sexuality

    Indiana University Press Gaming Representation Race Gender and Sexuality

    Book SynopsisTrade Review"...an important contribution to scholarship in the field of game studies." -Mia Consalvo, author of Players and their Pets: Gaming Communities from Beta to Sunset "...a new benchmark for the critical engagement of race, gender and sexuality in the study of video games and virtual representation." -Alan Brookey, editor of Playing to Win: Sports, Video Games, and the Culture of PlayTable of ContentsForeword / Anna EverettAcknowledgmentsIntroduction: "Identity, Representation, and Video Game Studies Beyond the Politics of the Image" / Jennifer Malkowski and TreaAndrea M. RusswormPart 1: Gender / Bodies / Spaces1. "I Turned Out to Be Such a Damsel in Distress": Noir Games and the Unrealized Femme Fatale / Jennifer Malkowski2. No Time to Dream: Killing Time, Casual Games, and Gender / Braxton Soderman3. "Aw Fuck, I Got a Bitch on My Team!": Women and the Exclusionary Cultures of the Computer Game Complex / Carly A. Kocurek and Jennifer deWinter4. Attention Whores and Ugly Nerds: Gender and Cosplay at the Game Con / Nina Huntemann5. Machinima Parodies: Appropriating Video Games to Criticize Gender Norms / Gabrielle Trépanier-JobinPart 2: Race / Identity / Nation6. Dystopian Blackness and the Limits of Racial Empathy in The Walking Dead and The Last of Us / TreaAndrea M. Russworm7. Journey into the Techno-Primitive Desert / Irene Chien8. The Rubble and the Ruin: Race, Gender, and Sites of Inglorious Conflict in Spec Ops: The Line / Soraya Murray9. Representing Race and Disability: Grand Theft Auto: San Andreas as a Whole Text / Rachael Hutchinson10. Entering the Picture: Digital Portraiture and the Aesthetics of Video Game Representation / Lisa PattiPart 3: Play / Queer / Games11. Playing to Lose: The Queer Art of Failing at Video Games / Bonnie Ruberg12. Romancing an Empire, Becoming Isaac: The Queer Possibilities of Jade Empire and The Binding of Isaac / Jordan Wood13. A Game Chooses, a Player Obeys: BioShock, Posthumanism, and the Limits of Queerness / Edmond Y. ChangAfterword: Racism, Sexism, and Gaming's Cruel Optimism / Lisa NakamuraIndex

    £26.99

  • MIT Press Ltd The Games Design Reader A Rules of Play

    1 in stock

    Book SynopsisClassic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists.The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zim

    1 in stock

    £84.87

  • Level Up 2024

    Scholastic Level Up 2024

    1 in stock

    Book SynopsisGear up for the ultimate annual video game guide! Level Up 2024 isbrimming with tips and tricks on the year's hottest games!All games featured in Level Up 2024 are rated T for Teen or younger- perfect for young gamers.

    1 in stock

    £11.69

  • Playing at Narratology

    Ohio State University Press Playing at Narratology

    1 in stock

    Book SynopsisIn Playing at Narratology Daniel Punday bridges the worlds of digital media studies and narrative studies by arguing that digital media allows us to see unresolved tensions, ambiguities, and gaps in core narrative concepts. Rather than developing new terms to account for web-based storytelling, Punday uses established narrative forms to better understand how digital media exposes faulty gaps in narrative theory. Punday''s Playing at Narratology shows that artists, video game developers, and narrative theorists are ultimately playing the same game. Returning to terms such as narrator, setting, event, character, and world, Playing at Narratology reveals new ways of thinking about these basic narrative concepts-concepts that are not so basic when applied to games and web-based narratives. What are thought of as narrative innovations in these digital forms are a product of technological abilit

    1 in stock

    £55.05

  • Parables of the Posthuman

    Wayne State University Press Parables of the Posthuman

    1 in stock

    Book SynopsisWhile digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman, Jonathan Boulter addresses this gap by analysing video games and the player experience philosophically.

    1 in stock

    £31.30

  • The History of SEGA

    Pen & Sword Books Ltd The History of SEGA

    2 in stock

    2 in stock

    £23.99

  • Pen & Sword Books Ltd Homebrew Game Development and The Extra Lives of

    Out of stock

    Book SynopsisCovers the rise and development of homebrew in unprecedented depth.

    Out of stock

    £21.25

  • Final Fantasy Villains

    Pen & Sword Books Ltd Final Fantasy Villains

    1 in stock

    Book Synopsis

    1 in stock

    £23.99

© 2026 Book Curl

    • American Express
    • Apple Pay
    • Diners Club
    • Discover
    • Google Pay
    • Maestro
    • Mastercard
    • PayPal
    • Shop Pay
    • Union Pay
    • Visa

    Login

    Forgot your password?

    Don't have an account yet?
    Create account