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Ctrl-Alt-Play: Essays on Control in Video Gaming

Ctrl-Alt-Play: Essays on Control in Video Gaming


" The word ""control"" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video...   [click here for more]
McFarland  $29.95 $15.99

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Eurogames: The Design, Culture and Play of Modern European Board Games

Eurogames: The Design, Culture and Play of Modern European Board Games


While board games can appear almost primitive in the digital age, eurogames--also known as German-style board games--have increased in popularity nearly concurrently with the rise of video games. Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists...   [click here for more]
McFarland  $29.95 $15.99

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Game Addiction: The Experience and the Effects

Game Addiction: The Experience and the Effects


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 said he...   [click here for more]
McFarland  $29.95 $12.99

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Game Design: How to Create Video and Tabletop Games, Start to Finish

Game Design: How to Create Video and Tabletop Games, Start to Finish


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 practical...   [click here for more]
McFarland  $19.99 $9.99

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Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema

Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema


The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities...   [click here for more]
McFarland  $29.95 $15.99

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Games in Libraries: Essays on Using Play to Connect and Instruct

Games in Libraries: Essays on Using Play to Connect and Instruct


Librarians are beginning to see the importance of game based learning and incorporating games into library services to increase patron engagement and interaction. This book is written for librarians interested in using games to improve patron or student knowledge of library services and decrease patron anxiety of the library. This book provides practical suggestions and methods of incorporating games...   [click here for more]
McFarland  $49.95 $26.99

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Immersive Gameplay: Essays on Participatory Media and Role-Playing

Immersive Gameplay: Essays on Participatory Media and Role-Playing


This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology,...   [click here for more]
McFarland  $29.95 $15.99

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Mazes in Videogames: Meaning, Metaphor and Design

Mazes in Videogames: Meaning, Metaphor and Design


From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the...   [click here for more]
McFarland  $25.00 $13.99

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My Avatar, My Self: Identity in Video Role-Playing Games

My Avatar, My Self: Identity in Video Role-Playing Games


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 dynamic,...   [click here for more]
McFarland  $29.95 $12.99

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Terms of Play

Terms of Play


Essays on Words That Matter in Videogame Theory This edited collection of new essays is devoted to the terminology used in the fields of videogame theory and videogame studies. Videogame scholars provide theoretical critiques of existing terminology, mount arguments for the creation of new terminology, articulate terminological gaps in the current literature devoted to videogame...   [click here for more]
McFarland  $29.95 $15.99

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The Fantasy Role-Playing Game: A New Performing Art

The Fantasy Role-Playing Game: A New Performing Art


Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned...   [click here for more]
McFarland  $35.00 $13.99

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The Meaning and Culture of Grand Theft Auto: Critical Essays

The Meaning and Culture of Grand Theft Auto: Critical Essays


The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part...   [click here for more]
McFarland  $19.99 $9.99

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The Video Games Guide

The Video Games Guide


1,000+ Arcade, Console and Computer Games, 1962-2012, 2d ed. The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each...   [click here for more]
McFarland  $49.95 $26.99

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Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films

Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films


Resident Evil is a multidimensional as well as multimedia universe: various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The essays written for this volume will focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide...   [click here for more]
McFarland  $29.95 $15.99

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