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2014, ISBN 9780262019989, xiv, 355
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 What happens to video games when they are out of date, broken, nonfunctional, or obsolete?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... 
Social aspects | Video games | Sociology
Book
2014, 2nd edition., ISBN 1118877160, xii, 535 pages
Book
2013, 1st ed., Asia: local studies/global themes, ISBN 0520276329, ages cm.
Go (Weiqi in Chinese) is one of the most popular games in East Asia, with a steadily increasing fan base around the world. Like chess, Go is a logic game but... 
Social aspects | Games | Go (Game) | Anthropology | China
Book
02/2018, 1, ISBN 0203705238, 309
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making... 
Computer games | Multimedia | Sound for Media | Game Development | Games | Computer games-Programming-Vocational guidance
eBook
2014, ISBN 0262322706, x, 217 pages
The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank... 
Design | Video games | New media art | Social aspects | Art Forms, Treatments & Subjects
Book
08/2008, ISBN 0123694965, 512
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic... 
Animation | Gaming | Games | Design | Computer games
eBook
2015, ISBN 9781628927443, xi, 247
"Analyzes paratextual board games--particularly games based on film, television, and books--as unique media texts"-- 
SOCIAL SCIENCE / Media Studies | Adaptations | Board games | Literature | GAMES / Board | Motion picture plays | Television plays | Fantasy games
Book
2014, ISBN 9780262026871, viii, 275
"Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations,... 
Design | Democracy | Video games | Political aspects | Politics & government | Computer games | Political Science | Video games - Political aspects
Book
2016, Approaches to digital game studies, ISBN 1628925620, Volume 3, x, 274 pages
"Interrogates the nature and meaning of the 'violence' encountered and experienced by game players"-- 
Video games | Electronic games | Media Studies | GAMES | SOCIAL SCIENCE | Video & Electronic | Violence in Society | Social aspects | Violence in video games
Book
2015, Playful thinking, ISBN 9780262029070, x, 146
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games,... 
Design | Video games | Aesthetics | Sociology | Art & Art History
Book
2016, ISBN 9781501310577, xviii, 297
"The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over"-- "Social, casual and... 
SOCIAL SCIENCE / Media Studies | GAMES / General | Elektroniska spel | Mobile games
Book
2013, First edition., Palgrave Macmillan's digital education and learning, ISBN 1137312041, xxxii, 274
Book
2013, ISBN 9780262019781, 180 pages
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... 
Video games | Moral and ethical aspects | Philosophy | Computing and Processing | General Topics for Engineers
Book
2014, 2nd edition, ISBN 1449363210, 279 pages
Book
2014, Theoretical criminology series, ISBN 9780323296496, xxiv, 88
Race, Gender, and Deviance in Xbox Live provides a much-needed theoretical framework for examining deviant behavior and deviant bodies within one of the... 
Video games | Moral and ethical aspects | Social aspects | Violence in video games | Xbox video games | Internet games | Criminology and Criminal Justice | Criminal Behaviour and Forensic Psychology | Human-computer interaction | Equipment and supplies | Xbox 360 (Video game console) | Racism in popular culture
Book
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