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Bemærk: Kan ikke leveres før jul.
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this... Læs mere
Bemærk: Kan ikke leveres før jul.
This book examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games... Læs mere
Bemærk: Kan ikke leveres før jul.
100 Greatest Video Game Franchises provides readers with an understanding of the cultural significance of these iconic games. Whether the reader is seeking out... Læs mere
Bemærk: Kan ikke leveres før jul.
Providing how-to information on retro gaming, this is a guide to playing and hacking classic games. The author aims to locate the convergence of classic games and contemporary... Læs mere
Bemærk: Kan leveres før jul.
A hands-on introduction to coding that teaches you how to program bots to do cool things in the game you love - Minecraft!
Bemærk: Kan leveres før jul.
The design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning.
Bemærk: Kan leveres før jul.
Classic 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.
Bemærk: Kan ikke leveres før jul.
A 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... Læs mere
Bemærk: Kan ikke leveres før jul.
Shira Chess uses the concept of "Player Two" toexamine the assumptions implicit in video games designed for women and how theyhave impacted gaming culture and the larger society. Ready Player Two
Bemærk: Kan leveres før jul.
Bemærk: Kan ikke leveres før jul.
Considers the video game as a distinct cultural form that demands a unique interpretive framework. This book analyzes video games as something to be played rather... Læs mere
Bemærk: Kan leveres før jul.
A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation