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Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. This work reveals that the key to good... Læs mere
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This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.
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This volume considers the appearance and use of the crusades in modern games; demonstrating that popular memory of the crusades is intrinsically and mutually linked with the design and play of these games.
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Comics and Videogames offers the first comprehensive study of the many interfaces shaping the relationship between comics and... Læs mere
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This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media.
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Examines the ways in which Japanese video games engage with social issues and national traumas
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Conceptualizes video gaming as a virtual medium for performance, scrutinizing the ways in which a player’s interaction... Læs mere
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Using textual analysis, interviews with game designers, audience surveys and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs).
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Perfect your island paradise with this essential guide to Animal Crossing: New Horizons – now featuring version 2.0 content!
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This study investigates and analyses the presence of Greek and Roman antiquity in 21st-century video games, using ideas from across multiple disciplines.