Virtual worlds Books
Titan Books Ltd Assassin's Creed: The Culinary Codex
Book SynopsisStep into the Animus and prepare to be transported to the world of Assassin's Creed! With 40 recipes across ten full menus - each inspired by the times and places where the most famous Assassins lived and fought - you can relive the highlights of the Italian Renaissance, the French Revolution and even Victorian London. Follow Altair, Ezio, Arno, Evie, Jacob and all the Assassins of the Brotherhood while enjoying their most celebrated dishes: Masyaf Moutabel, Davenport Homestead Soup, Boston Apple Pie, Colonial Coleslaw, Meringues Mirabeau, Rooks' Bread Pudding and many more.
£17.24
Titan Books Ltd The Art of Spyro: Reignited Trilogy
Book SynopsisThe definitive art book for the remastered Spyro Reignited Trilogy, for fans young and old. In 2018 Toys for Bob Studios thrilled fans world wide by releasing Spyro Reignited Trilogy, a faithful remaster encompassing all three titles from the beloved Spyro trilogy introduced in 1998. The Art of Spyro is a meticulously crafted compendium filled with in-depth behind-the-scenes content, insightful quotes from top illustrators in the industry, anecdotes from the game developers, and a dazzling assortment of incredible concept art, some of which has never been seen by the public. It is a must-have for art lovers, games, fans... and the fun-loving adventurer in all of us.
£28.00
Titan Books Ltd Hearthstone: Innkeeper’s Tavern Cookbook
Book SynopsisA compendium of sweet and savoury recipes inspired by Blizzard’s hit online card game, Hearthstone: Heroes of Warcraft. Featuring a dynamic in-world design, this fun and engaging cookbook is an exciting follow-up to World of Warcraft: The Official Cookbook. Including food pairings for each dish and tips on adapting meals to specific diets, this portable little cookbook is the perfect culinary guide for weary travellers from Azeroth and beyond.
£15.29
Paizo Publishing, LLC Starfinder RPG: Alien Archive 3
Book SynopsisFeature Creatures The galaxy hosts a staggering array of aliens both bloodcurdling and benevolent. The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game! From starmetal dragons and the spiral-winged irokirois to living holograms and body-snatching flayer leeches, the creatures in this codex will challenge adventurers no matter what strange worlds they're exploring. What's more, player rules for a variety of species let players not just fight aliens, but be them! Inside this book, you'll find the following: • Over 100 bizarre life-forms both classic and new, from bioluminescent cephalumes and quantum-entangled oozes to natives of hyperspace and living asteroids. • More than a dozen races with full player rules, letting you play everything from a life-hungry undead creature to a sapient swarm of tiny insects. • New alien technology to help give your character an edge, including armor, weapons, magic items, and more. • New rules for gaining a creature companion that can accompany you as a pet, a mount, or even a fearsome combatant!
£30.59
BenBella Books The Psychology of Zelda: Linking Our World to the
Book SynopsisIt's dangerous to go alone! Take this (book). For more than 30 years, The Legend of Zelda—which immerses players in a courageous struggle against the shadowy forces of evil in a world of high fantasy—has spanned more than 30 different installments, selling over 75 million copies. Today, it is one of the most beloved video game franchises around the globe. Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword. In The Psychology of Zelda, psychologists who love the games ask: • How do Link's battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies? • What lessons about pursuing life's greater meaning can we take away from Link's quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)? • What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria's spirited melody in the Lost Woods, or the iconic main theme on the title screen? • How do the obstacles throughout Majora's Mask represent the Five Stages of Grief? • What can Link's journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression? • Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline? Think you've completed the quest? The Psychology of Zelda gives you new, thrilling dungeons to explore and even more puzzles to solve.Table of ContentsContents Foreword Introduction Embodying the Virtual Hero: A Link to the Self Jonathan Erickson It’s Dangerous to Go Alone: The Hero’s Journey in the Legend of Zelda Stephen F. Kuniak The Nocturne of (Personal) Shadow Louise Grann The Archetypal Attraction Anthony M. Bean Unmasking Grief: Applying the Kübler-Ross Five Stages of Grief Model to The Legend of Zelda: Majora’s Mask Larisa A. Garski, F. Cary Shepard, and Emory S. Daniel The Protective Power of Destiny: Posttraumatic Growth in the Legend of Zelda Larissa A. Garski and Justine Mastin The Quest for Meaning in the Legend of Zelda Kelsey Klatka and Louise Grann The Song of the Ritos: The Psychology of the Music within the Legend of Zelda Series Shane Tilton Triforce Heroes and Heroines: Transcending the Opposites Through the Golden Power Angie Branham Mullins The Legend Herself: From Damsel in Distress to Princess of Power Melissa Huntley and Wind Goodfriend Acknowledgments About the Editor
£12.34
Bellwether Media Virtual Reality
Book Synopsis
£12.34
HarperCollins Publishers Inc A History of Video Games in 64 Objects
Book SynopsisTrade Review“Deepening appreciation is what Jon-Paul Dyson and Jeremy Saucier set out to do in their new work with The World Video Game Hall of Fame. A History of Video Games in 64 Objects offers insights into some of gaming’s most cherished hallmarks and groundbreaking milestones.” — SYFY Wire “There are beautiful shots of the objects, including the original PC version of Tetris, the entirety of Pong contained on one chip, and even the classic Wii Remote. The best part? Pokémon has two separate entries.” — Culturess “A treasure trove for gamers and pop culture fans.” — Fanbolt “A History of Video Games in 64 Objects has officially wowed me. I’ll be telling my friends. You should tell yours too.” — The Roarbots
£20.00
Pearson Education (US) Unreal Engine VR Cookbook
Book Synopsis Mitch McCaffrey is an independent game developer and the Creator of the community VR Template for UE4. He is also Creator of the very popular YouTube tutorial series Mitch's VR Lab. Mitch has been a very active member of the UE4 VR community and instrumental in teaching VR best practices through his Unreal Engine forum posts, VR Templates, and Youtube channel for some time. http://www.mitchellmccaffrey.com Table of Contents Preface xiii Acknowledgments xvii About the Author xix Part I: Getting Started 1 Chapter 1: Terminology and Best Practices 3 Terminology 4 Best Practices 10 Summary 11 Chapter 2: Head Mounted Display Setup 13 Gear VR 14 Rift and Vive 32 Summary 42 Chapter 3: Toolkit 43 Generic Function Library 44 Oculus Function Library 45 Steam VR Function Library 47 Summary 47 Part II: Recipes 49 Chapter 4: Trace Interaction 51 Understanding Trace Interaction 52 Understanding Interfaces 55 Setting Up Trace Interaction 57 Setting Up a Basic Interactive Object 75 Summary 79 Exercises 80 Chapter 5: Teleportation 85 Setting Up Teleportation 86 Visualizing the Teleport 92 Simple Teleportation Volume 95 Summary 101 Exercises 101 Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103 Challenges with 2D UI in VR 104 History and Compatibility of UMG 105 Basic VR Menu 105 Custom Menu Interaction 113 Summary 123 Exercises 123 Chapter 7: Character Inverse Kinematics 125 Introduction to Inverse Kinematics 126 Setting Up Head IK 127 Setting Up Hand IK 137 Summary 144 Exercises 145 Chapter 8: Motion Controller Interaction 147 Why Motion Controller Interaction Works 148 What to Look Out For: The Importance of Affordance 148 Shared Input of the Current Generation of Motion Controllers 149 Setting Up the World Interaction Project 149 Interacting with Objects 151 Creating the Interactive Objects 163 Summary 187 Exercises 188 Chapter 9: VR Locomotion 189 Simulator Sickness 190 Locomotion Types 190 Locomotion Implementation 194 Summary 205 Exercises 205 Chapter 10: VR Optimization 207 Requirements of VR Rendering 208 Latency Mitigation 209 Performance Improvements 215 VR Project Settings 221 Summary 229 Exercises 229 Part III: Appendices 231 Appendix A: VR Editor 233 Enabling the VR Editor 234 Controlling the VR Editor 235 Summary 241 Appendix B: Resources 243 Epic 244 Oculus 244 Valve 244 Google 245 Community 245 Physical Meetups 245 Conferences 246 Index 247
£28.02
Pearson Education (US) Designing Immersive 3D Experiences
Book SynopsisRenée Stevens is an interactive and immersive designer, educator, author, and speaker. Her creative work focuses on innovative ways that design can help overcome learning disabilities and create more accessible and inclusive learning environments. She is the founder of the XR tech startup, tagAR. For more than a decade she has run her own interactive design studio consulting and designing on XR projects and working as a motion designer for Forbes. You can find her teaching at the S. I. Newhouse School of Public Communications at Syracuse University, where she is the Associate Chair of the Visual Communications Department, overseeing the undergraduate and graduate design programs. She was named an Educator to Watch by Graphic Design USA (GDUSA). She has been invited around the world to speak about her research and design work in XR, including TEDx, SXSW, Sundance, VR/AR Association, and AIGA. She is the author of the book Powered by Design. She lives in New Table of ContentsCHAPTER 1 PICK YOUR REALITY The tech behind the acronyms You are already using extended reality Prosthetic knowledge Looking ahead CHAPTER 2 TECHNOLOGY CHECK Is any of this actually new? The world in the palm of your hand Projection mapping Head-mounted displays Spatial computing Reality check CHAPTER 3 THE IMMERSIVE EXPERIENCE The world in 3D Affordances Multimodal experiences Experience design CHAPTER 4 IDEATION Identify the why Innovation and practicality Outside influence Keep it human The answer to your questions CHAPTER 5 CREATING THE PROTOTYPE Fake it 'til you make it Sketch transparently The power of prototypes Use what you know Process work CHAPTER 6 THE UX OF XR Approachable design Seamless user flow Know thy audience Making reality accessible UX challenge CHAPTER 7 THE UI OF XR The z-axis 3D interface metaphors Time and space Microinteractions Inspiration is all around you CHAPTER 8 HUMAN FACTORS Designing the whole experience Theories of perception Creating hierarchy in 3D Human centered CHAPTER 9 THE UNCONTROLLABLE BACKGROUND Expecting the unexpected Figure-ground Location, location, location Getting emotional Control is overrated CHAPTER 10 AUGMENTED TYPOGRAPHY Legibility and readability Creating visual contrast Take control Design with purpose CHAPTER 11 COLOR FOR XR Color appearance models Light interactions Dynamic adaptation Reflection CHAPTER 12 SOUND DESIGN Hearing what you see Spatial sound Augmented audio Voice experiences Power of sound CHAPTER 13 BRINGING IT TO LIFE To code or not to code Keep it agile Try, and try again User experience research Privacy and ethical considerations Keep it super CHAPTER 14 UP NEXT Where to go from here Breaking out of rectangles Why we need XR right now Extend our physical space
£34.19
Pearson Education Apple Vision Pro for Creators
Book SynopsisJohn Ray is a lifelong Apple enthusiast and developer. He created a handwriting recognition engine at 15, published his first commercial application at 16, and continues contributing to development projects today. Over the past 25 years, John has written books on macOS, iOS, and iPadOS development, Linux, web development, networking, and computer security. He currently serves as the Senior Director of the Office of Research Information Systems at The Ohio State University. When John isn't writing, editing, or directing he is either re-creating a marine disaster in his living room or over-engineering apps and embedded systems for home automation and device integration.
£35.99
Yale University Press The Proteus Paradox
Book SynopsisA surprising assessment of the ways that virtual worlds are entangled with human psychologyTrade Review"Nick Yee is responsible for the most thoughtful work on the psychology of avatars and gaming in the past 15 years. He also has a rare gift for writing compelling prose."—Jeremy Bailenson, author of Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution -- Jeremy Bailenson“Yee's breathtaking look at the psychology underpinning virtual worlds is packed with warnings, hopes, dreams, and dangers, all supported by original research. An astonishing tour de force.”—Richard A. Bartle, author of Designing Virtual Worlds -- Richard A. Bartle"This fascinating book proves virtual worlds are excellent laboratories for discovering truths about superstition and ethnic prejudice, love and friendship amidst conflict, and the quest for freedom in an unequal society."—William Sims Bainbridge, author of The Warcraft Civilization and eGods -- William Sims Bainbridge“Our avatars are not exactly ourselves, but we do import an awful lot of the real world into our virtual worlds. Yee has mapped the boundaries of our virtual selves for years. With this book, he’s gathered that research into a lucid and informative package. Highly recommended for anyone who has ever spent time as an online persona.”—Raph Koster, lead designer Ultima Online and author of A Theory of Fun for Game Design -- Raph Koster“Yee practically invented the study of online player psychology. With his lively wit and rigorous methodologies, he has once again made the complex understandable, the bizarre normal, and the scientific fun.”—Dmitri Williams, University of Southern California and CEO Ninja Metrics -- Dmitri Williams"With clarity, insight, and above all hard experimental data, Yee has written what may be the last word on the tantalizing promise of virtual worlds. A must-read for social theorists and game designers alike."—Julian Dibbell, author of Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Loot -- Julian Dibbell“Based on surveys, experiments, and observations of thousands of players, Yee’s work offers compelling evidence that digital experiences shape us—and not always as we might expect or hope. If you want to know more about the consequences of spending time in a virtual world, you need to read this thought-provoking book.”—Mia Consalvo, author of Cheating: Gaining Advantage in Videogames -- Mia Consalvo"This is a terrific read based on solid research, logic and inferences--a must for anyone interested in our growing digital universe and culture."—Jim Blascovich, author of Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution -- Jim Blascovich“Nick Yee’s fascinating new book on the human relationship to online games uses years of exhaustive studies to calmly debunk some of the persistent myths about online games.”—Leigh Alexander, The Columbia Journalism Review -- Leigh Alexander * Columbia Journalism Review *“It is often difficult to find a textbook suitable for undergraduates wanting to know more about video games and virtual worlds. Some texts are scientifically rigorous but lead the readers through a labyrinth of difficult prose, whereas some texts are ‘soft’ and easy to follow but lack the scientific rigor. Yee's book is a perfect balance of both. Based on over a decade's expertise in video games and how they influence players' attitudes and behaviors, Yee presents a multifaceted, up-to-date discussion of how game players think and why they are motivated to invest so many hours immersed in virtual worlds.”—Sun Joo Ahn, Grady College, University of Georgia -- Sun Joo Ahn“It is the most important, challenging, and accessible study yet conducted on the rich, sprawling culture the players have built. It is also a fine way for nonplayers to learn what gamers actually do.”—Reason Magazine * Reason Magazine *
£26.12
WW Norton & Co Experience on Demand
Book SynopsisAn in-depth look at virtual reality and how it can be harnessed to improve our everyday lives.Trade Review"...[Jeremy Bailenson's] enthusiasm is contagious, and he explains complex issues to an audience broader than fellow scientists, providing a real vision of our possibly VR-infused future." -- Nature"If you want to understand the most immersive new communications medium to come along since cinema... I’d suggest starting with Mr. Bailenson’s [book]. It’s short, it’s levelheaded and it tells you what you need to know. Among other things, the book answers the sometimes vexing question of what VR is actually good for." -- The Wall Street Journal"Remarkably interesting... People interested in the current state of virtual reality’s applications will enjoy Bailenson." -- The New York Times"Jeremy Bailenson’s work is unflinching and brave. He helps us see more of our vulnerabilities and our potential than ever before. This book describes the edge of human self-knowledge, and a precipice of human foibles to avoid." -- Jaron Lanier, VR pioneer and author of You Are Not A Gadget"An accessible introduction, a cogent primer, to the potential and pitfalls of VR." -- The Washington Post"Few people alive know as much about VR as Jeremy Bailenson. For decades he’s been researching how VR affects humans. Read this before you enter this new world." -- Kevin Kelly, founding editor of Wired and author of The Inevitable
£21.84
WW Norton & Co Experience on Demand What Virtual Reality Is How
Book SynopsisAn in-depth look at virtual reality and how it can be harnessed to improve our everyday lives.Trade Review"… [Jeremy Bailenson's] enthusiasm is contagious, and he explains complex issues to an audience broader than fellow scientists, providing a real vision of our possibly VR-infused future." -- Nature"If you want to understand the most immersive new communications medium to come along since cinema... I’d suggest starting with Mr. Bailenson’s [book]. It’s short, it’s levelheaded and it tells you what you need to know. Among other things, the book answers the sometimes vexing question of what VR is actually good for." -- The Wall Street Journal"Remarkably interesting... People interested in the current state of virtual reality’s applications will enjoy Bailenson." -- The New York Times"An accessible introduction, a cogent primer, to the potential and pitfalls of VR." -- The Washington Post"Jeremy Bailenson’s work is unflinching and brave. He helps us see more of our vulnerabilities and our potential than ever before. This book describes the edge of human self-knowledge, and a precipice of human foibles to avoid." -- Jaron Lanier, VR pioneer and author of You Are Not A Gadget"Few people alive know as much about VR as Jeremy Bailenson. For decades he’s been researching how VR affects humans. Read this before you enter this new world." -- Kevin Kelly, founding editor of Wired and author of The Inevitable
£12.34
Thames & Hudson Ltd Videogame Atlas
Book SynopsisAs featured on BBC RADIO 4's Start the Week: a dazzling look at modern videogame worlds seen through an architectural lens, utilizing maps, diagrams and graphic illustrations to offer new perspectives on the art of virtual world building. Videogame Atlas presents a journey through twelve well-known videogame worlds via panoramic maps, intricate exploded diagrams and detailed illustrations. The book offers a playful new way of seeing these beloved virtual worlds using the practices and academic rigour that underpins real-world architectural theory. Titles such as Minecraft, Assassinâs Creed Unity and Final Fantasy VII are explored in exhaustive detail through over 200 detailed illustrations of the micro and macro, each with supporting commentary and architectural theory. Taking influence from high-end architectural monographs, the book is carefully designed to the smallest of details and its production is intricately executed. This book, printed in five colours, with neoTrade Review'Aims to showcase the artistic and design merits of video games... Worth a read... One of the precious few publications focusing on the intersection between [architectural and video game design]' - Canadian ArchitectTable of ContentsIntroduction 1. Stardew Valley, Nintendo 2016 2. Assassin’s Creed Unity, Ubisoft 2014 3. Cities: Skylines, Colossal Order 2015 4. Death Stranding, Kojima Productions 2019 5. Dwarf Fortress, Bay 12 Games 2006- 6. Final Fantasy VII + Remake, Square Enix 1997/2020 7. Fortnite, Epic Games 2017 8. Stardew Valley, Stardew Valley 2016 9. Katamari Damacy, Namco 2004 10. Minecraft, Mojang Studios 2009 11. Persona 5, Atlus 2016 12. Dark Souls, Nintendo 2011 Conclusion Notes
£32.00
Thames & Hudson Ltd Like a Hurricane An Unofficial Oral History of
Book SynopsisThe culmination of several years of research by games writer Matt Leone, Like a Hurricane gathers together over 60 voices, spread across continents, disciplines and companies, speaking candidly on the vision, fearlessness, and bold ambition that made Street Fighter II a household name. A collaboration between Read-Only Memory and Polygon, Like a Hurricane is an extended and enhanced print adaptation of Matt Leoneâs series of in-depth oral histories, published online in serial form by Polygon. This physical version has been extended and enhanced for print, featuring over 50 specially commissioned illustrations and extra research content. Featuring: Takashi âPistonâ Nishiyama, Hiroshi âFinishâ Matsumoto, Noritaka âPooâ Funamizu, Yoko âShimo-Pâ Shimomura, and more than 50 others, including dozens of former Capcom employees, former Gamest magazine editor Zenji Ishii, combo video pioneer Tomotaka âTZWâ Suzuki, U.S. Street Fighter box artist Mick McGinty, Incredible Technologies CEO Trade Review'The history of Street Fighter is hardly shrouded in mystery, but few books tell its story as well as Matt Leone’s … excellent … packed with wonderful detail … Leone has done fans a massive service by capturing the memories of those who were vital to Street Fighter’s creation and success, and has preserved them for future generations to enjoy … a treasure trove for any self-respecting Street Fighter fan' - Time Extension'If you’re eager to discover how Street Fighter II came to dominate early Nineties gaming, author Matt Leone has created an impressively comprehensive account of its impact here' - Retro Gamer'Like a Hurricane is crafted with deep love and an invaluable work for a series that has become synonymous with a genre that is living its most interesting days at this moment... This book will please both the fans who want to know the curiosities behind the development of this legendary game, as well as anyone who wants to know more about how we used to perform hadoukens back in the day, and how much has changed since then' - The GamerTable of ContentsChapter 01 Street Fighter; Chapter 02 Street Fighter II; Chapter 03 Fatal Fury; Chapter 04 Street Fighter II: Champion Edition; Chapter 05 Street Fighter II Turbo: Hyper Fighting; Chapter 06 Bringing the games home; Chapter 07 Ebb and flow; Chapter 08 Super Street Fighter II; Chapter 09 Super Street Fighter II Turbo; Chapter 10 Darkstalkers; Chapter 11 X-Men: Children of the Atom; Chapter 12 Street Fighter Alpha; Chapter 13 Street Fighter: The Movie: The Game; Chapter 14 Street Fighter EX; Chapter 15 Street Fighter III; Chapter 16 Capcom vs. SNK; Chapter 17 Moving on
£24.00
Thames & Hudson Ltd 500 Years Later An Oral History of Final Fantasy
Book SynopsisTwenty-five years ago, Matt Leone couldn't think of anything better to pad out his birthday thank you notes, so he filled them withMortal Kombat IIfacts and has been writing about games ever since. Currently, he's an editor at Polygon, working with freelancers and reporting on behind the scenes aspects of the game industry.Table of ContentsThe Interviewees: Shigeo Maruyama, Hironobu Sakaguchi, Motonori Sakakibara, Tomoyuki Takechi, Tatsuya Yoshinari, Kyoko Higo, Yoshihiro Maruyama, Hiroshi Kawai, Yoshinori Kitase, Tetsuya Nomura, Kazuyuki Hashimoto, Keith Boesky, Yoshitaka Amano, Shinichiro Kajitani, Darren Smith, Junichi Yanagihara, Shuhei Yoshida, Jun Iwasaki, George Harrison, Hiroki Chiba, Frank Hom, Nobuo Uematsu, Alexander O. Smith, Kazushige Nojima, Seth Luisi, David Bamberger, Elaine Di Iorio, William Chen, Rex Ishibashi, John Riccitiello, Yoichi Wada, Yusuke Naora
£24.00
Cornell University Press Making Virtual Worlds
Book SynopsisMalaby shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion.Trade ReviewMalaby presents an ethnography of Linden Labs, the creators of the Second Life virtual world. Which is to say, he focuses not on how users of Second Life feel about their experience, but rather on how the Linden Lab people strategize and implemented the wider structure of that virtual world. Malaby looks at the clash at Linden Labs of the liberal ideology espousing a flat organization of creative peers with the reality of a hierarchy in which people are ranked according to their perceived level of creativity. * Choice *
£24.29
University of Minnesota Press The Souls of Cyberfolk Posthumanism as
Book SynopsisConsiders the construction of race, gender, and sexuality in virtual reality.Table of ContentsContents Acknowledgments Introduction. Cyberpunk's Posthuman Afterlife1. The Legacies of Cyberpunk Fiction: New Cultural Formations and the Emergence of the Posthuman2. Meat Puppets or Robopaths: The Question of (Dis)Embodiment in Neuromancer3. The Sex Appeal of the Inorganic: Posthuman Narratives and Constructions of Desire 4. Trapped by the Body: Telepresence Technologies and Transgendered Performance 5. The Souls of Cyberfolk: Performativity, Virtual Embodiment, and Racial Histories6. Replaying the L.A. Riots: Cyborg Narratives and National Traumas7. Franchise Nationalisms: Globalization, Consumer Culture, and New EthnicitiesConclusion. The Antinomies of Posthuman ThoughtNotesWorks CitedIndex
£18.89
Read-Only Memory Britsoft An Oral History
Book SynopsisA collective story of the early British games industry. Composed of interviews with 35 people who shaped the modern videogame, including David Braben (Elite), Peter Molyneux (Populous), Rob Hubbard (Commando) and Jeff Minter (Attack of the Mutant Camels), it documents a vibrant period of invention in Britain's cultural history.Table of ContentsPart 1 First Contact 29; Part 2 Money Makers 75; Photo Scrapbook 113; Part 3 Going Pro 129 Part 4 Booming Business 169; Press Clippings 209; Part 5 Game Press 225; Part 6 The Coming of 16-Bit 261; Game Artworks 305; Part 7 Maturing Industry 321; Part 8 End of the Era
£22.50
Cambridge University Press Intercultural Communication in Virtual Exchange
Book SynopsisVirtual exchange is an educational approach that uses technology to bring together people from geographically and/or culturally distant locations in sustained online interactions, often intended to develop their intercultural awareness and understanding. Though the practice has existed for several decades, it has gained popularity in recent years, in part due to the recent Covid-19 pandemic and recourse to online tools for international and intercultural learning. This Element explores intercultural communication in virtual exchange by looking at how and why culture is made relevant in the pedagogical design and framing of virtual exchanges and what impact this might have on student positioning, power dynamics, and on intercultural learning. From this framework three broad approaches are outlined, which are defined as comparative, challenge-based, and dialogue-based. Each approach is explored through examples and the opportunities, limitations, and risks for intercultural learning.
£17.00
Routledge Exploring Extended Realities
Book Synopsis
£40.84
John Wiley & Sons Inc Projects Without Boundaries
Book SynopsisClear, proven solutions for virtual project management challenges Projects Without Boundaries offers project managers a clear framework for bringing both project management practices and project team leadership principles to the virtual space. Written by a team of authors with years of experience managing nationally and internationally distributed teams, this book provides a suite of best practices, checklists, and actionable strategies for managing a project and building a high-performing team in a virtual and multicultural environment. Real-world examples illustrate the application of the concepts discussed, and the Virtual Project Readiness Assessment facilitates both team evaluation and transformation planning for virtual project management improvement. Each chapter focuses on the critical challenges encountered while managing virtual projects and details proven solutions that improve a virtual organization, boost project performance, and facilitate pTable of ContentsPreface vii Acknowledgments ix I Introduction 1 1 Working in a Virtual World 3 Forces Driving Virtual Transformation 5 Rise of Virtual Organizations and Projects 9 Virtual Projects Are Different 10 Transitioning to the Virtual World 18 Assessing the Virtual Project Manager 19 Notes 22 II Planning the Virtual Project, Building the Virtual Team 23 2 Planning the Virtual Project 25 Planning a Virtual Project 26 Establishing Project Alignment 31 Architecting the Virtual Project 36 Understanding the Complexity of Virtual Projects 37 With Complexity Comes Risk 41 Planning Virtual Communication 43 Assessing Virtual Project Planning 45 Notes 48 3 Building a High-performance Virtual Team 49 Virtual Project Team Types 50 Differentiating High-Performance 55 Building a High-Performance Virtual Project Team 56 Assessing Virtual Project Team Members 68 Notes 69 III Managing Project Execution, Leading the Virtual Team 71 4 Executing the Virtual Project 73 Managing Assumptions 75 Hyper-vigilant Governance 76 Managing Outsourced Project Work 84 Managing Change 85 Integrating Distributed Work 87 People Side of Project Execution 89 Influencing Virtual Stakeholders 92 Assessing Virtual Project Execution 99 Notes 101 5 Leading the Virtual Project Team 103 Be the Project Compass 104 Be the Team Conductor 105 Be the Champion 106 Recognizing the Virtual Team 115 Leverage Your Leadership Style 117 Adding “E” to Leadership 119 Becoming an Effective Virtual Team Leader 120 Assessing Virtual Team Performance 120 Notes 122 6 Empowering the Project Network 125 Centralize First 125 Empowering by Decentralizing 133 Centralized/Decentralized Project Construct 148 Assessing Virtual Team Collaboration 149 Notes 151 IV Organizational Considerations 153 7 Leading a Multicultural Virtual Team 155 Putting Culture in Context 156 Cultural Intelligence 157 Challenges of Multicultural Virtual Project Teams 157 Cultural Factors 158 Creating a Cultural Strategy 165 Converging Company and Country Culture 169 Assessing Cross-Cultural Awareness 171 Notes 173 8 Using Technology to Communicate and Collaborate 175 Role of Technology 176 Using Technology to Communicate 176 Using Technology to Collaborate 179 Technology Options for the Virtual Project 180 No Shortage of Options 194 Technology Selection 194 Increasing Technology Usage 197 Notes 197 9 Sustaining Virtual Project Success 199 Changing Organizational and Team Structures 200 Modifying the Project Execution Model 203 Changing Behavior by Changing Rewards 205 Promoting Cultural Awareness 206 Developing Virtual Project Managers 208 Virtual Project Management Journey 219 Notes 219 Appendix Virtual Project Readiness Assessment 221 Index 227
£50.36
John Wiley & Sons Inc The Metaverse Handbook
Book SynopsisThe metaverse is here. Are you ready? In?The Metaverse Handbook: Innovating for the Internet''s Next Tectonic Shift, a duo of experienced tech and culture experts delivers a can''t-miss guide to participating in the most promising new technology since the advent of the web. Through dozens of metaverse creator case studies and concise, actionable insights, you''ll walk away from this book understanding how to explore and implement the latest metaverse tech emerging from blockchain, XR, and web3. In The Metaverse Handbook, you''ll discover: What the metaverse is, why you should care about it, and how to build your metaverse strategy The history of the metaverse and primers on critical technologies driving the metaverse, including non-fungible tokens, XR, the blockchain, and web3 How to unearth unique metaverse opportunities in digital communities, commerce, and immersive experiences As the metaverse has raTable of ContentsAbout the Authors vi Acknowledgments ix Foreword xvii Introduction xxi Chapter 1 A Vision for the Metaverse in 2032 1 Extended Reality Emerges 3 Your Own Personalized Metaverse 4 The Rise of Bots and Digital Humans 6 The Ubiquitous Metaverse 9 Chapter 2 What Is the Metaverse? 11 From Snow Crash to Meta 13 Defining the Metaverse 19 The Metaverse Represents the Next Digital Shifts 21 Changes to Digital Identity 23 Changes to Digital Value 28 Digital Respect and Signaling Identity 30 Access to Exclusive Internet Experiences 31 Crowdfunding 2.0 33 Changes to Internet Immersion 36 It Starts with Web3 Communities 39 What’s the Metaverse’s Interface? 40 Preparing for the Metaverse 41 Chapter 3 Why You Should Care About the Metaverse Now 45 The Well-Timed Interest Geek 47 Interest Geeks of the Metaverse 50 Interest Geeks Over Power Brokers 53 Chapter 4 History of the Metaverse 57 La Réalité Virtuelle 58 The Early Internet 60 Early Virtual Worlds 62 Blockchain and Digital Assets 65 The Modern Metaverse 68 Chapter 5 The Metaverse Building Blocks 75 The Main Metaverse Tools 78 The Secondary Metaverse Tools 82 Building Your First Metaverse Asset 85 Chapter 6 Enter the Metaverse 87 Sandbox Metaverses 92 Decentraland 93 The Sandbox 103 Cryptovoxels 105 Somnium Space 105 Honorable Mentions 106 Gaming Metaverses 108 Miscellaneous Metaverses 114 Digital Presence 114 Phygital Commerce 115 Readymade Metaverse Environments 116 Social VR Worlds 117 The Mass Migration to the Metaverse 118 Chapter 7 Metaverse Assets 121 What We Will Own in the Metaverse 125 Avatars 126 Accessories 129 Objects 132 Real Estate 134 Metaverse Asset Management 136 Chapter 8 Challenges of the Metaverse 139 Interoperable Economies 140 Interoperable Graphics and Hardware 145 The Negative Narratives of the Metaverse 147 Chapter 9 Your Metaverse Plan 151 Designing Your Metaverse Plan 152 For Brands and Corporations with IP 153 For Entertainers 156 For Metaverse Interest Geeks 157 Further Reading at MetaverseQT.com 158 Index 161
£17.59
Taylor & Francis Ltd The Advanced Game Narrative Toolbox
Book SynopsisThe Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today's challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you woulTable of ContentsIntroduction. Planning Your Work. Diversity & Research. Romances. Cinematics. Building a Universe. Writing for Non-Digital Games (Board Games). Adapting a Digital World to a Novel. From Novel to Computer Game. Reinventing an IP. Managing the Branches. Quest Design. Writing and implementation. The Writer in the Studio (VO). Editing and Quality Control. Freelancing and Surviving. Journalism. Past the Release.
£54.14
Bloomsbury Publishing Plc Making Virtual Reality a Reality
Book SynopsisTrade ReviewA thoughtful and comprehensive guide to implementing VR pedagogy in primary–post-secondary education. The authors give practical advice on a wide range of subjects from design and funding to implementation and administration of VR curriculum, drawing from real-world case studies. A valuable tool for anyone developing XR classes and programs of study. * Brad Rittenhouse, Research Data Facilitator, Stanford University Research Computing Center, USA *Table of Contents1. Making Virtual Reality a Reality Introduction Innovative Programming in Libraries Georgia Tech Case Study Benefits and Uses of VR in K–12 Classrooms Conclusion References 2. Getting Started Where You Are: Needs Assessments and Resource Evaluation Evaluating Organizational Goals and Community Interests Matching Student and Stakeholder Skills and Interests Evaluating Technology Accessibility Accommodations and Opportunities Evaluating Budget and Financial Needs Ongoing Assessment and Cyclic Course Development References Resources Overall Checklist for Needs Assessment Evaluating Organization Goals and Community Interests Evaluating Student Interests and Skills Initial Questions to Ask Students Interested in Joining a Research Class Evaluating Technologies Using LEAPS Concepts Resources to Follow for Current Ed-Tech Trends Evaluating Accessibility Accommodations and Opportunities Evaluating Budget and Financial Needs Grant Resources Gagne’s Nine Events of Instruction 3. Technology Design and Decisions: Refine Your Technology Solutions Background: Device Collection and Space Designing Technology Solutions Conclusion References Resources Evaluating Your Organization’s Strategic Goals and SWOT Analysis Evaluating and Establishing Your Device Collection Assessing VR Equipment Evaluating Your Workspace Project Management Concepts for Project-Based Learning Starter Questions to Ask Peer Institutions Locating 3D Models Project Ideas Based on Time Frames Evaluating Your Cybersecurity 4. Student-Centric Research Projects: Learning Models That Fit Students’ Interests and Skills Student-Centric Project Design Self-Regulated Learning Instructors as Mentors and Project Managers Designing Projects and Lessons References Resources Student Questionnaire Ideas Icebreaker Activities Peer Evaluation Scaffolding Projects Project Team Roles Project Structure Elements Template for a Lesson Plan Rubric Components A Simple Rubric Student Reflection Questions Questions for Users to Answer during Critiques Exhibition or Open Lab Preparation Questions 5. Sustaining Community through Peer Learning and Partnerships Community in Education Building Community Engaging Community, Nontraditional Educators, and Visiting Artists Community and Project-Based Learning Community and Partnership Applicable Standards as They Relate to Community Integration Concluding Statements about Community References Resources Identifying Community Partners Starter Questions to Ask Peer Institutions Project-Proposal Components for Student Projects End-of-Project-Report Components for Student Projects 6. Clearing the Hurdles: Initiating Programs That Utilize Emerging Technologies Stakeholder Buy-In Student Hesitancy and Technology Phobia Maximizing Existing Resources and Technology Documentation Strategies Implementing Changes Based on Student Input Project Collaboration and Preservation Security, Safety, and Access Project Management References Resources Building Confidence and Reducing Technology Anxiety Forums and Troubleshooting Backups and Backward-Compatibility Checklist Bloom’s Taxonomy of Measurable Verbs Index
£47.00
Bloomsbury Publishing PLC Bolt Action Campaign The Road to Berlin
Book SynopsisAs the Allies advance towards Germany, they face dogged resistance from the hard-pressed German forces. Take command of the Allies in their final push to end the war in Europe, or hold fast as the German defenders as the fight is brought to your door. This new Campaign Book for Bolt Action offers new linked scenarios, rules, troop types and Theatre Selectors, and provides plenty of options for novice and veteran players alike.
£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
£72.00
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 The Toxic Meritocracy of Video Games: Why Gaming
Book SynopsisAn avid gamer and sharp media critic explains meritocracy’s negative contribution to video game culture—and what can be done about it Video games have brought entertainment, education, and innovation to millions, but gaming also has its dark sides. From the deep-bred misogyny epitomized by GamerGate to the endemic malice of abusive player communities, gamer culture has had serious real-world repercussions, ranging from death threats to sexist industry practices and racist condemnations. In The Toxic Meritocracy of Video Games, new media critic and longtime gamer Christopher A. Paul explains how video games’ focus on meritocracy empowers this negative culture. Paul first shows why meritocracy is integral to video-game design, narratives, and values. Games typically valorize skill and technique, and common video-game practices (such as leveling) build meritocratic thinking into the most basic premises. Video games are often assumed to have an even playing field, but they facilitate skill transfer from game to game, allowing certain players a built-in advantage.The Toxic Meritocracy of Video Games identifies deep-seated challenges in the culture of video games—but all is not lost. As Paul argues, similarly meritocratic institutions like professional sports and higher education have found powerful remedies to alleviate their own toxic cultures, including active recruiting and strategies that promote values such as contingency, luck, and serendipity. These can be brought to the gamer universe, Paul contends, ultimately fostering a more diverse, accepting, and self-reflective culture that is not only good for gamers but good for video games as well.Trade Review"Christopher A. Paul is an incisive critic, and The Toxic Meritocracy of Video Games is essential reading for researchers, industry professionals, and players trying to make sense of gaming's culture wars."—Carly A. Kocurek, author of Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade"Paul offers a compelling and carefully supported argument to deconstruct and reconsider meritocracy in video game culture. An engaging read."—CHOICE "This is a carefully considered book that shines a much-needed light on the toxicity of video game culture and presents some earnest suggestions for how to reform it and the games that inspire it." —First Person ScholarTable of ContentsIntroduction: Growing Up Gamer1. Leveling Up in Life: How Meritocracy Works in Society2. A Toxic Culture: Studying Gaming’s Jerks3. Coding Meritocracy: Norms of Game Design and Narrative4. Judging Skill: From World of Warcraft to Kim Kardashian: Hollywood5. Learning from OthersConclusion: An Obligation to Do BetterAcknowledgmentsNotesGameographyIndex
£28.09
Pen & Sword Books Ltd A Guide to Manga, Anime and Video Game Cosplay
Book SynopsisDo you find yourself sat at home wishing you could be in your favourite video game? Or dream of a time when you pretended you were Sailor Moon? Or do you want to embody your Dungeons and Dragons character for real? What's holding you back? Maybe you need to introduced to cosplay! Cosplay is a phenomenon that is taking over the world. If you haven't seen it yet, have you not been looking at social media? Cosplay is a mix of exciting craft skills, heady escapism and passion for pop culture that lets you be whoever you want, whenever you want. Cosplay has made its way into TV shows and documentaries, been included as part of film premieres and video game launches, it's even referenced in the comics, manga and media it comes from! Talk about meta. But what is this super popular hobby? Well, pick up this book, and it's twin A Guide to Movie and TV Cosplay, to get all the answers. Because it's more than just dressing up, promise. With a little bit of help from this handy, dandy guide to cosplay, you can get stuck in. Learn about the history of the hobby (it's been around longer than you'd think!), where it came from and how it got to be the way it is now, get your head around making and designing costumes, find out how about all the amazing skills people are using to make these costumes, and perhaps even try a few yourself. Who knows, you might be rocking out as Astro Boy, Chris Redfield or All Might at the next big comic con! So why not give it a try and play make believe for a day.
£21.25
American Society for Training & Development Play to Learn: Everything You Need to Know About
Book SynopsisWhen trainers use games, learners win big.As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view.But how do you become the Milton Bradley of learning games? Play to Learn is here to help.This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs.Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
£38.90
Triumph Books Ultimate Guide to Mastering Minigames and Servers
Book SynopsisThe best builds in Minecraft and the game’s most stunning creations — from minigames to giant cities — are found on Minecraft servers. But where to start in exploring the massive maps and multitude of servers available? The Ultimate Guide to Mastering Minigames and Servers introduces the most popular and unique servers and minigames for ’Crafters to discover. The No. 1 online activity for Minecrafters is minigames. In fact, for some ’Crafters, minigames are the only way they play Minecraft! Whether you’re new to servers and minigames or you’re an experienced adventurer, this book is bound to introduce exciting places to explore and games to play.
£11.35
Triumph Books Fortnite: the Essential Guide to Battle Royale
Book SynopsisFortnite: Battle Royale is taking the world by storm, combining the high-octane action of traditional shooters with the creative construction elements of sandbox games like Minecraft. With 40 million players and counting, competition is fierce, and strategy is essential. Once you jump from the Battle Bus onto the island below, there can be only one goal: survival. This guide has all the tips and tricks you need to master the melee, whether you're playing on a console, PC, or your phone. Illustrated with dozens of full-color screenshots, find essential information on big-picture offensive and defensive tactics, best practices for building, and indispensable combat techniques. Learn all about uncovering loot, optimizing weapons use, exploring map locations, establishing a fortress, completing challenges, and more—in solo, duo, or squad mode.
£11.35
Triumph Books Master Builder Fortnite: Creative Mode: The
Book SynopsisYour island, your games, your rules! With over 125 million users and counting, Fortnite continues to expand and keep players on their toes! Master Builder Fortnite: Creative Mode is your ultimate guide to the game’s newest dimension. Packed with hints and hacks, this guide has all you need to know to build your own playable worlds with Fortnite Creative. Topics covered include new construction materials, building mechanics, game modes like racing and obstacle courses, island codes, and more. Additional chapters showcase the wildest, most astonishing creations we’ve seen so far, with helpful commentary and tips for getting featured on The Block. It’s time to turn imagination into reality and take your creations to new levels!
£11.35
Insight Editions The Official Minecraft Coloring Book: Create,
Book SynopsisRelaxation, creativity, and joy collide in coloring activities for advanced artists and Minecraft fans seeking a fun challenge!Creepers got you down? Pickaxe constantly breaking? Illagers raiding your hard-won homestead? Sometimes even the hardiest adventurer just needs a break. Based on Minecraft, the best-selling video game of all time, this deluxe adult coloring book lets you slow down, destress, and color your way through over sixty epic pages of original art inspired by the expansive, wondrous, and never-ending Minecraft world. RELAX AND ESCAPE: No need to craft a Nether portal. Just grab your pencils, crayons, or markers and create your own colorful Minecraft scenes, no pickaxe required. STUNNING ORIGINAL ART: With over 64 pages of beautiful, never-before-seen art, relive your Minecraft adventurers. We promise the creepers won’t explode. IGNITE YOUR CREATIVITY: Put your own spin on iconic characters, places, and items while exercising your creative spark.
£10.44
Harvard Business Review Press Welcome to the Metaverse
£23.75
404 Ink Checkpoint: How video games power up minds, kick
Book SynopsisYou're probably familiar with tired cliches around gaming culture in the media... that video games are violent and damaging. That they re for children, or society's outcasts; for the lazy and those without purpose. Joe Donnelly is here to tell you that video games, in fact, save lives. They saved his. Inspired by his own experience navigating depression following a tragic personal loss, Checkpoint reflects on the comforting and healing effect that entering into new digital worlds and narratives can have on mental health both personally and on a wider scale. From the big-budget triple A studios, to the one-person indie set-ups, there are thousands of eye-opening games exploring human complexities overtly and subtly all waiting to enthrall and comfort players old and new. Through exclusive, in-depth interviews with video game developers, health professionals, charities and gamers alike, Joe makes the case for the vital value of gaming culture and why we should be more open minded and willing to pick up a controller if not for fun, for the well-being of ourselves and our loved ones.
£9.49
Brill U Fink Mit Weit Geschlossenen Augen: Virtuelle
Book Synopsis
£76.29
Schwabe Verlagsgruppe AG Schwabe Verlag Digitalitat: Zur Philosophie Der Digitalen
Book Synopsis
£21.85
AVEdition Trade Fair Annual 2020/21: The Standard Reference
Book SynopsisUntil spring 2020 the trade fair sector was still boasting: "You can't e-mail a handshake!" Then Covid-19 came along and everything was turned upside down: exhibitions were postponed, cancelled or relocated into digital space. It also brought forth new concepts with which we had not reckoned a couple of years ago: virtual twins, AR or VR walk-through stands, online exhibitions with new meeting formats, or quite different ideas that are currently turning the sector upside down, providing new impetuses and making the trade fair a place as we have never known it before. The new trade fair yearbook presents not only the most exciting exhibition settings of the previous year but also entices us into virtual space.
£76.50
Austin Macauley Publishers LLC Sheikh Al Jin
Book Synopsis
£8.21