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Found 54 from your keywords: subject="Video games"
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cover
The beauty of games
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Lantz, Frank,

"A general-readership book about games as an aesthetic form - how to think about the ways in which they create beauty and meaning and exploring the special role they have to play in our present historical moment"--OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
9780262376297
Collation
1 online resource.
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cover
In-game: From immersion to incorporation
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Calleja, Gordon

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences…

Edition
-
ISBN/ISSN
9780262295451
Collation
1 online resource (224 pages) :illustrations
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cover
Racing the beam The Atari Video Computer System
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Montfort, Nick

The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and ac…

Edition
-
ISBN/ISSN
-
Collation
1 online resource (xii, 180 pages) : illustrations.
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cover
Game after :a cultural study of video game afterlife
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Guins, Raiford.

Overview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed w…

Edition
-
ISBN/ISSN
9780262320177
Collation
1 online resource (xiv, 355 pages) :illustrations
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cover
Cheating: Gaining Advantage in Videogames
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Consalvo, Mia,

"In Cheating, Mia Consalvo investigates how players choose to play games and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups); examines the varying ways that players and industry define cheating; describes how the game industry itself has helped systematize cheating; and studies online cheating …

Edition
-
ISBN/ISSN
9780262270748
Collation
1 online resource (ix, 228 pages)
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cover
Achievement relocked :loss aversion and game design
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Engelstein, Geoffrey,

How game designers can use the psychological phenomenon of loss aversion to shape player experience. Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an "intensity of feeling" scale, loss is more intense than gain. This…

Edition
-
ISBN/ISSN
9780262357043
Collation
1 online resource (152 pages).
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cover
Atari Age: The Emergence of Video Games in America
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Newman, Michael Z.,

OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
9780262338189
Collation
1 online resource (xii, 252 pages) :illustrations.
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cover
Playing at a distance :borderlands of video game aesthetic
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Fizek, Sonia,

"This book goes beyond dualisms and surpasses the pivotal paradigm of (inter)activity, searching for other forms of playful aesthetic expression and perception facilitated within the digital realm"--OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
9780262372190
Collation
1 online resource
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-
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cover
Beyond choices :the design of ethical gameplay
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Sicart, Miguel,

How computer games can be designed to create ethically relevant experiences for players."Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethical…

Edition
-
ISBN/ISSN
9781461941705
Collation
1 online resource (viii, 180 pages) :illustrations
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cover
Homebrew Gaming and the Beginnings of Vernacular Digitality
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Swalwell, Melanie,

"A history of "homebrew" gaming, focusing explicitly on the Australian and New Zealand contexts"--OCLC-licensed vendor bibliographic record.

Edition
-
ISBN/ISSN
0262365618
Collation
1 online resource.
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-
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