Virtual worlds Books

55 products


  • Checkpoint: How video games power up minds, kick

    404 Ink Checkpoint: How video games power up minds, kick

    15 in stock

    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.

    15 in stock

    £9.49

  • Living + Dying INbetween the Real + the Virtual

    Oro Editions Living + Dying INbetween the Real + the Virtual

    Out of stock

    Book SynopsisReality isn’t what is used to be. As the world moves increasingly from the real to the virtual, the question emerges, who do we want to be as humans? The amount of time spent on devices is taking more of our time from the real world as we ‘fast forward’ to the virtual future. As we transform our work, play, living, education, and retail lifestyle, so too must architecture react and redefine the very nature of our public and private spaces. The challenge of our time is to learn to navigate INBetween these multiple realities on the spectrum between the real and the virtual world. As we progressively accept the technological advances in medicine that enhance our bodies, society will also begin to accept moving into the experiential, three-dimensional space of the virtual METAVERSE. This book presents a three-year exploration, research, and case studies for expanding the tools of architecture for creating within this new reality for Living + Dying INBetween the Real and the Virtual World.

    Out of stock

    £42.75

  • Brill U Fink Mit Weit Geschlossenen Augen: Virtuelle

    1 in stock

    Book Synopsis

    1 in stock

    £76.29

  • Schwabe Verlagsgruppe AG Schwabe Verlag Digitalitat: Zur Philosophie Der Digitalen

    7 in stock

    Book Synopsis

    7 in stock

    £21.85

  • Trade Fair Annual 2020/21: The Standard Reference

    AVEdition Trade Fair Annual 2020/21: The Standard Reference

    1 in stock

    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.

    1 in stock

    £76.50

  • Return to the Interactive Past: The Interplay of

    Sidestone Press Return to the Interactive Past: The Interplay of

    Out of stock

    Book SynopsisA defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans’ voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?Table of Contents1. Introduction Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout & Krijn H.J. Boom Part I: Narratives in and of Video Games 2. The Role of Historical Research and ‘Historical Accuracy’ in Where the Water Tastes Like Wine Johnnemann Nordhagen 3. Their Memory: Exploring Veterans’ Voices Iain Donald, Emma Houghton & Kenneth Scott-Brown 4. The Desolation of Vixens John Aycock & Hayden Kroepfl 5. The Final Word? How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain Dennis Jansen Part II: Representations and Intersectionality in Video Games 6. Personal and Social Recent History in Fragments of Him: Defining and Exploring ‘Immersion’ in Video Games Mata Haggis-Burridge 7. ‘Transcending History and the World’: Ancient Greece and Rome in Versus Fighting Video Games Dunstan Lowe 8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation Ashlee Bird 9. Fork in the Road: Consuming and Producing Video Game Cartographies Florence Smith Nicholls Part III: Historical Research and Learning through Video Games 10. Scholarly History through Digital Games: Pedagogical Practice as Research Method Robert Houghton 11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools Juan Hiriart 12. Gaming the Past: Video Games and Historical Literacy in the College Classroom Jeffrey Lawler & Sean Smith 13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games George L. Vlachos 14. Stories Around the Campfire The Interactive Past Community (Curated by Csilla E. Ariese)

    Out of stock

    £35.00

  • Sheikh Al Jin

    Austin Macauley Publishers LLC Sheikh Al Jin

    2 in stock

    Book Synopsis

    2 in stock

    £8.21

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