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2013, Playful thinking series, ISBN 0262018969, viii, 141
How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors —engages players and shapes play experiences. In life, uncertainty surrounds us. Things... 
Video games | Design and construction | Computer games | Game theory | Games | Computing and Processing | General Topics for Engineers | Computer games - Design and construction
Book
2012, Learning in doing, ISBN 052119623X, xxi, 464
"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it... 
Design | Psychological aspects | Video games | Study and teaching | Learning, Psychology of | Social aspects | PSYCHOLOGY / General
Book
2016, Student mathematical library, ISBN 9781470422103, Volume 80, xvi, 343 pages
Book
2008, 2nd ed., ISBN 9780240809748, xx, 470
Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop... 
Design | Programming | Computer games | Computer graphics | Animation | Gaming | Games
Book
03/2019, ISBN 147980214X, Volume 1, 377
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism... 
Design | Video games | Popular culture | Communication Studies | Sociology | Moral and ethical aspects | Social aspects | Video games-Moral and ethical aspects | Video games-Social aspects | Video games-Design
eBook
2008, 1, 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 | Programming | Game Programming
eBook
2014, 2nd edition., ISBN 1118877160, xii, 535 pages
Book
2008, 1, Ashgate popular and folk music series, ISBN 0754662004, 207
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and... 
History and criticism | Video game music | Popular music | Popular Music | Video game music - History and criticism
Book
eJournal
2015, ISBN 0321933168, xxxi, 908 pages
"This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both... 
Design | Video games | Three-dimensional display systems | Unity (Electronic resource) | Programming | Development | Application software | Computer games | C# (Computer program language)
Book
2016, ISBN 9781628924893, 168 pages
"Locates, explains, and analyses the origins of the British gaming industry, examining the production and consumption of games in an historical, social, and... 
Social aspects | Video games
Book
2006, ISBN 9781412900478, x, 177
Combining theoretical and empirical analysis of the production, content and consumption of computer games, Aphra Kerr explores this all-pervasive, but... 
Economic aspects | Social aspects | Computer games | Computer games - Economic aspects
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
2015, The MIT Press, ISBN 0262028514, 324
The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games... 
Psychological aspects | Play | Rules | Games | Sociology | Technology | Games - Rules - Psychological aspects
Book
2013, Playful thinking., ISBN 0262019051, xiii, 157
An exploration of why we play video games despite the fact that we are almost certain to feel unhappy when we fail at them. 
Psychological aspects | Video games | Failure (Psychology) | Philosophy
Book
2010, Technologies of the Imagination: New Media in Everyday Life, ISBN 0472050982, 236
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online... 
Computer games--Social aspects | Visual anthropology | Virtual reality--Social aspects | Media | SOCIAL SCIENCE | Popular Culture | Korea (South) - Social aspects | COMPUTERS | GAMES | Anthropology | Role Playing & Fantasy | Virtual Worlds | Cultural | World of Warcraft | Korea (South) | Social aspects | Computer games | Virtual reality
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
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