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A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced.
Organized alphabetically by console brand, each chapter includes a description of the ga... [click here for more] |
McFarland |
$55.00 $17.50
|

An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he sa... [click here for more] |
McFarland |
$35.00 $12.50
|

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully.
In this indispensible guide, a published commercial game designer and longtime teacher offers... [click here for more] |
McFarland |
$38.00 $12.50
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Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in ... [click here for more] |
McFarland |
$35.00 $12.50
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In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes.
The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually. ... [click here for more] |
McFarland |
$25.00 $12.50
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With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games.
Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows... [click here for more] |
McFarland |
$35.00 $12.50
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Despite the rise of computer gaming, millions of adults still play face to face role playing games, which rely in part on social interaction to create stories. This work explores tabletop role playing game (TRPG) as a genre separate from computer role playing games.
The relationship of TRPGs to other games is examined, as well as the interaction among the tabletop module, computer game,... [click here for more] |
McFarland |
$35.00 $12.50
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Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves.
Other topics include:
How The Hobbit and The Lord of the Rings help... [click here for more] |
McFarland |
$35.00 $12.50
|

This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions.
Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking.
The book also offers a detail... [click here for more] |
McFarland |
$35.00 $12.50
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This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices.
Apart from placing games within longer arcs of cultur... [click here for more] |
McFarland |
$35.00 $12.50
|

Source criticism--analysis of a writer's source material--has emerged as one of the most popular approaches in exploring the work of J.R.R. Tolkien.
Since Tolkien drew from many disparate sources, an understanding of these sources, as well as how and why he incorporated them, can enhance readers' appreciation.
This set of new essays by leading Tolkien scholars describes the theo... [click here for more] |
McFarland |
$40.00 $12.50
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Superhero adventure comics have a long history of commenting upon American public opinion and government policy, and the surge in the popularity of comics since the events of September 11, 2001, ensures their continued relevance.
This critical text examines the seventy-year history of comic book superheroes on film and in comic books and their reflections of the politics of their time.<>... [click here for more] |
McFarland |
$45.00 $15.00
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