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  • Minor Platforms in Videogame History

    Series series Games and Play
    Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin ... Read more

    $61.99 USD

  • The Unity Game Engine and the Circuits of Cultural Software

    Series series Literature, Cultural and Media Studies (R0)
    Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new ... Read more

    $53.99 USD

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  • Coming of Age in Second Life

    An Anthropologist Explores the Virtually Human

    Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are ... Read more

    $23.09 USD

  • New Media

    A Critical Introduction

    New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies.The authors ... Read more

    $83.99 USD

  • Meme Life: The Social, Cultural, and Psychological Aspects of Memetic Communication

    by Shane Tilton ...
    Memes have been part of computer-assisted communication almost since the development of the first consumer browser (the "WorldWideWeb") in 1990. The Internet's ability to provide a public sphere for people to discuss the issues of the day and other topics of interest means that people can use the language of the Internet to express themselves in ways that would not be feasible in the real world. ... Read more

    $19.99 USD or Free with Kobo Plus

  • Robot Ethics

    Series series The MIT Press Essential Knowledge series
    A guide to the ethical questions that arise from our use of industrial robots, robot companions, self-driving cars, and other robotic devices.Does a robot have moral agency? Can it be held responsible for its actions? Do humans owe robots anything? Will robots take our jobs? These are some of the ethical and moral quandaries that we should address now, as robots and other intelligent devices ... Read more

    $13.99 USD

  • Half-Real

    Video Games between Real Rules and Fictional Worlds

    by Jesper Juul ...
    An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and moreA video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul ... Read more

    $18.99 USD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    by Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... Read more

    $21.99 USD

  • Cyberculture Theorists

    Manuel Castells and Donna Haraway

    by David Bell ...
    Series series Routledge Critical Thinkers
    This book surveys a ‘cluster’ of works that seek to explore the cultures of cyberspace, the Internet and the information society. It introduces key ideas, and includes detailed discussion of the work of two key thinkers in this area, Manuel Castells and Donna Haraway, as well as outlining the development of cyberculture studies as a field. To do this, the book also explores selected ‘moments’ in ... Read more

    $33.99 USD

  • The PlayStation Dreamworld

    by Alfie Bown ...
    Series series Theory Redux
    From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or ... Read more

    $16.00 USD

  • The Ethics of Computer Games

    by Miguel Sicart ...
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom ... Read more

    $18.99 USD

  • The Emergence of the Digital Humanities

    The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world.In The ... Read more

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