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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
2016, Student mathematical library, ISBN 9781470422103, Volume 80, xvi, 343 pages
Book
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
2006, ISBN 1412900468, 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
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
2012, Learning in doing, ISBN 9780521144520, 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... 
Psychological aspects | Design | Video games | Study and teaching | Learning, Psychology of | Social aspects
Book
2016, Playful thinking., ISBN 0262034263, xviii, 167
Book
2013, ISBN 9781623567286, xi, 388
"Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the... 
SOCIAL SCIENCE / Media Studies | Electronic games | Study and teaching | History | HISTORY / General | Simulation methods
Book
2017, First edition., ISBN 0062651234, xxi, 278 pages
"You've got your dream job--making video games. You have a great project, great designs, and clever controls. One morning, you get a call from your producer.... 
Design | Economic aspects | Video games | Video games industry
Book
2015, ISBN 1513600125, 192
"Chainmail Bikini is an anthology of comics by and about female gamers! Forty cartoonists have contributed comics about the games they're passionate about --... 
Simulation games | Video games | Board games | Women fantasy gamers | Internet games | Fantasy games
Book
2009, ISBN 0123743281, xvii, 358
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of... 
Design | Programming | Human-computer interaction | Computer games | Animation | Gaming | Games | Programming. Computer games | Design. Human-computer interaction
Book
2017, ISBN 9780989810340, 138 pages
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
2017, ISBN 9780415828277, vii, 384 pages
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews,... 
Design | Video games | Video games industry | Marketing | Pro Gamer | Media Studies | Video Game Industry | Video Games | Cyberculture | Game Studies | Telltale Games | New Media | Media Industries | Game Design | Game Development | Interviews
Book
2014, Contemporary mathematics, ISBN 9780821898666, Volume 624, ix, 229
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
eJournal
2014, Routledge studies in new media and cyberculture, ISBN 0415630916, Volume 15., ix, 298
Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to... 
Video games | Middle Ages | Computer games | Medieval Literature | Video Games | Cyberculture | Popular Culture | New Media | Media Entertainment | Cultural Theory | Subcultures | Medieval History 400-1500
Book
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