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Found 101 from your keywords: subject="Games"
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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
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1 online resource
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The elusive shift :how role-playing games forged their identity
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Peterson, Jon,

"Peterson animates the history of role-playing games found in zines, from the collision of the niche audiences of war gaming and fantasy in the 60s to the extreme commercial growth of D&D in the 80s"--OCLC-licensed vendor bibliographic record.

Edition
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ISBN/ISSN
9780262360951
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1 online resource.
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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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The Warcraft civilization: Social science in a virtual world
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Bainbridge, William Sims.

From the Publisher: World of Warcraft is more than a game. There is no ultimate goal, no winning hard, no princess to be rescued. WoW contains more than 5,000 possible quests, games within the game, and encompasses hundreds of separate parallel realms (computer serves, each of which can handle 4,000 players simultaneously). WoW is an immerse virtual world in which characters must cope in a dang…

Edition
-
ISBN/ISSN
9780262267588
Collation
1 online resource (248 pages) :illustrations
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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
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1 online resource.
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The well-played game : a player's philosophy
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DeKoven, Bernie,

"In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players -- as well as game designers, educators, and scholars -- a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and …

Edition
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ISBN/ISSN
9781461939450
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1 online resource
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Developer's dilemma :the secret world of videogame creators
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Casey O'Donnell.

An examination of work, the organization of work, and the market forces that surround it, through the lens of the collaborative practice of game development. Rank-and-file game developers bring videogames from concept to product, and yet their work is almost invisible, hidden behind the famous names of publishers, executives, or console manufacturers. In this book, Casey O'Donnell examines t…

Edition
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ISBN/ISSN
9780262322836
Collation
1 online resource (xii, 337 pages).
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Values at play in digital games
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Flanagan, Mary,Nissenbaum, Helen Fay.

All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. "Big ideas" such as justice, equity, honesty, and cooperation -- as well as other kinds of ideas, including violence, exploitation, and greed -- may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoret…

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ISBN/ISSN
9780262324441
Collation
1 online resource (xiv, 207 pages)
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Persuasive games :the expressive power of videogames
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Bogost, Ian.

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this inn…

Edition
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ISBN/ISSN
9780262268912
Collation
1 online resource (xii, 450 pages) :illustrations
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Play between worlds :exploring online game culture
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Taylor, T. L.

"In Play Between Worlds, T.L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps - as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in…

Edition
-
ISBN/ISSN
9780262284714
Collation
1 online resource (197 pages) :illustrations
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