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2007, ISBN 9780262026147, xii, 450
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of... 
Video games - Social aspects
Book
2009, Platform studies, ISBN 9780262012577, xii, 180
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... 
Programming | Video games | Equipment and supplies | History | Computer games | Atari 2600 (Video game console) | Computing and Processing | United States
Book
2010, Computer science, technology and applications series, ISBN 9781608766581, xv, 201
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
2008, ISBN 1599048086, 1577
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and... 
Electronic games | Simulation games in education | Education | Handbooks, manuals, etc
eBook
2008, ISBN 9780415960564, x, 198
The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that... 
New Media | World Wide Web & Internet | Literature | Video games - Social aspects
Book
2008, ISBN 0262033704, viii, 304
Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW... 
Social aspects | Computer games | World of Warcraft | Interdisciplinary studies
Book
2011, ISBN 9780821419502, x, 71
Book
2011, 1. Aufl., ISBN 9460913296, xii, 277
In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological... 
Evaluation | Education, Higher | Simulation games in education | Computer-assisted instruction | Effect of technological innovations on | Educational technology | Education | Educational Technology
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
2011, ISBN 9780240812854, xiv, 219
Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular... 
Design | Programming | Video games | Authorship | Computer games
Book
2016, Creative careers, ISBN 1472567110, 208 pages
"Video Games offers a highly visual, example-led introduction to the video game industry, its context and practitioners. Filled with full-color, illustrated... 
COMPUTERS / Programming / Games | GAMES / Video & Electronic | Video games industry
Book
2012, ISBN 9781107024601, x, 246
"The appeal of games and puzzles is timeless and universal. In this unique book, David Wells explores the fascinating connections between games and... 
Psychological aspects | MATHEMATICS / General | Mathematics | Mathematical models | Mathematical recreations | Games
Book
2003, ISBN 0773525912, x, 368
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game... 
Impact of science & technology on society | Business and Economics | Electronic games industry | Electronic games - Social aspects | Electronic games | Social aspects | Technology | Video games
Book