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Trophy Cases
The Theory, Design, and Cultural Politics of Video Game Trophies and Achievements
2026
EN
Accessible
An interdisciplinary and international roster of contributors explore the theory, design, and player practices surrounding video game reward systems, arguing for the importance of understanding trophies and achievements as a central aspect of video game design and play.As PlayStation Trophies, Xbox Achievements, and other similar built-in reward systems have become widespread in the video game landscape, this volume asks critical questions about how these systems a...
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How Games Move Us
Emotion by Design
- Series -
- Playful Thinking
2016
EN
An engaging examination of how video game design creates strong and positive emotional experiences for players—with examples from Journey, Train, Little Big Planet, and more.This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration...
Infinite Possibility
Creating Customer Value on the Digital Frontier
2011
EN
Discover how to provide experiences for your customers that combine the real with the virtual.Joseph Pine and Jim Gilmore's classic The Experience Economy identified a seismic shift in the business world: to set yourself apart from your competition, you need to stage experiences—memorable events that engage people in inherently personal ways. But as consumers increasingly experience the world through their digital gadgets, companies still only scratch the s...
Game Design Workshop
A Playcentric Approach to Creating Innovative Games
2024
EN
Accessible
“Create the digital games you love to play.”Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refine...
Our Next Reality
How the AI-powered Metaverse Will Reshape the World
2024
EN
Foreword by Neal Stephenson, bestselling author of Snow CrashOver the last 100 years, technology has changed our world. Over the next decade it will transform our reality. The planet is headed for a momentous upheaval, and we are not prepared.We are entering a new technological age in which artificial intelligence and immersive media will transform society at all levels, mediating our lives by altering what we see, hear, and experi...
Brainrot Dictionary (Vol. 1)
The Encyclopaedia of Nonsense
- Series -
- The Encyclopaedia of Nonsense
2024
EN
The Brainrot Dictionary is a comprehensive guide to modern internet culture, memes, and slang. This entertaining reference book breaks down popular terms, phrases, and phenomena that have emerged from social media, gaming, and online communities. Each entry includes detailed explanations of the term's origin, meaning, and cultural significance, making it an essential resource for understanding contemporary digital language and trends.
The Proteus Paradox
How Online Games and Virtual Worlds Change Us-And How They Don't
- by
- Nick Yee
2014
EN
Proteus, the mythical sea god who could alter his appearance at will, embodies one of the promises of online games: the ability to reinvent oneself. Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change t...
2025
EN
From arcade classics to virtual reality—how did video games become a multi-billion-dollar industry? What started as simple pixelated games in the 1970s has evolved into a vast industry influencing entertainment, technology, and culture. This book explores the origins of video games, from Pong and Pac-Man to PlayStation and esports. It examines the rise of game consoles, the role of storytelling in gaming, and the impact of online multiplayer experiences. If you're passionate about gaming h...
- Book 1 -
- User's Guides to Popular Culture
2019
EN
Forty original contributions on games and gaming cultureWhat does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media t...
2012
EN
Accessible
In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved.The updated second edition examines the emergence of new platform...
Role-Playing Game Studies
Transmedia Foundations
2018
EN
Accessible
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft
Super Power, Spoony Bards, and Silverware
The Super Nintendo Entertainment System
- Series -
- Platform Studies
2017
EN
A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took Nintendo from industry leadership to the margins of videogaming.This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform fi...











