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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
2014, 2nd edition., ISBN 1118877160, xii, 535 pages
Book
2013, Playful thinking series, ISBN 0262018969, viii, 141
In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in... 
Video games | Design and construction | Computer games | Game theory | Games | Hobbies, Quizzes & Games | Computing and Processing | General Topics for Engineers | Computer games - Design and construction
Book
2015, 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, 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
2012, ISBN 026201713X, xv, 311
Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits.. 
Game theory | Games | Design and construction | Games - Design and construction
Book
2016, ISBN 9780262034395, viii, 259
In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to... 
Video games | Social aspects | Japan | Video games industry | Video games - Social aspects - Japan
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
2006, ISBN 0262201631, 197
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers... 
Role playing | Internet games | Fantasy games | Social 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
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
2016, Student mathematical library, ISBN 9781470422103, Volume 80, xvi, 343 pages
Book
2009, ISBN 0262062682, vii, 353
For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets... 
Games | Design and construction | Sociological aspects | Art and popular culture
Book
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
2010, ISBN 0262014769, 195
In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often... 
Economic aspects | Internet games | History | Social aspects | Video games industry | Computing and Processing | Korea (South)
Book
2009, ISBN 9780262162579, xiii, 327
Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games... 
Internet games | Role playing | Communities | Community life | Social aspects | Fantasy games | Shared virtual environments
Book
20.