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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
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
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
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
2009, ISBN 9780262516730, 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... 
Role playing | Communities | Community life | Internet games | Fantasy games | Shared virtual environments | Social aspects
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
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
2013, ISBN 0199935815, 328
Computer games, especially those embodied in complex online virtual worlds where hundreds of people can interact through avatars, are a remarkable postmodern... 
Role playing | Fantasy games | Internet games | Social aspects | Religious aspects | religious studies | Internet games-Social aspects | Fantasy games-Religious aspects | Internet games-Religious aspects | Fantasy games-Social aspects
Book
2008, ISBN 9780203929926, 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... 
Social aspects | Video games | New Media | World Wide Web & Internet | Literature | Video games - Social aspects
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
Nature, ISSN 0028-0836, 07/2017, Volume 547, Issue 7664, p. 379
There are now vast opportunities to study the effects of online gaming on young minds. These impacts - and others attributed to the increasing ubiquity of... 
Studies | Parents & parenting | Brain research | Addictive behaviors | Internet | Computer & video games | Children & youth
Journal Article
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
2013, First edition., Palgrave Macmillan's digital education and learning, ISBN 1137312041, xxxii, 274
Book
2014, 2nd edition, ISBN 1449363210, 279 pages
Book
2014, 2014, ISBN 3319061143, ix, 141
Many applications depend on the effective acquisition of semantic metadata, and this state-of-the-art volume provides extensive coverage of the field of... 
Semantic Web | Educational games | Study and teaching | Language acquisition | Information Systems Applications (incl. Internet) | Computer Science | User Interfaces and Human Computer Interaction
Book
2017, First Square Fish edition., Genius, ISBN 9781250115270, Volume 1, 294 pages
As 200 geniuses from around the world go head-to-head in a competition hand-devised by India's youngest CEO and visionary, the stakes are higher than anyone... 
Internet and activism | High school students | Technology | Contests | Science fiction | Computer programmers | Santa Cruz (Calif.) | Gifted persons | Escapes | Social action
Book
2015, Blackwell philosophy and pop culture series, ISBN 1118915860, viii, 180
"Considered a sign of the 'coming of age' of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. BioShock... 
Design | Video games | PHILOSOPHY / General | Philosophy
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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