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This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, the author illustrates the ways particular tropes of Gothic culture have been appropriated by and transformed within digital games.
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This book offers new ways of thinking about and assessing the impact of virtual reality on its users. It argues that we must go beyond traditional psychological concepts of VR "presence" to better understand the many varieties of virtual experiences.
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This volume provides an in-depth examination of the video game Death Stranding, focusing on the game’s exploration of ruin, nostalgia, and atonement as its primary symbolic, narrative, and mechanical language.
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Why It’s OK to Be a Gamer defends gaming through a virtue theoretic approach, introducing the philosophy of video games in a humorous and lively way with lots of engaging examples.
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This is an introductory textbook focusing on games (specifically interaction and... Læs mere
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The fifth edition of this pioneering textbook takes video game studies into the next decade, highlighting changes in mobile, social, and casual... Læs mere
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A detailed and much needed examination of how systemic racism in the US shaped the culture, market logic, and production practices of video game developers from the 1970s until the 2010s.
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The contributors to Made in Asia/America explore the historical entanglements of video games, Asia, and America, showing how examining games offer new ways of imagining empire, race, and coalition.
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This book provides an introductory resource for learning how to create compelling games using the open source Python programming language and Pygame games development library. It provides a comprehensive introduction to games development using these technologies.
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The Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition.
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