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Spel, IT & multimedia: Guider
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A book for anyone who wants to learn programming to explore and create, with exercises and projects to help the reader learn by doing.This book introduces programming to readers …
How the archive evolved to include new technologies, practices, and media, and how it became the apparatus through which we map the everyday.In Archive Everything, Gabriella …
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and …
Behind-the-scenes stories of how Internet research projects actually get done.The realm of the digital offers both new methods of research and new objects of study. Because the …
How to be a great online searcher, demonstrated with step-by-step searches for answers to a series of intriguing questions (for example, "Is that plant poisonous?").We all know how …
An investigation of independent video games-creative, personal, strange, and experimental-and their claims to handcrafted authenticity in a purely digital medium.Video games are …
An argument that great expressive power of computational media arises from the construction of phantasms-blends of cultural ideas and sensory imagination.In Phantasmal Media, D. …
An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.Computer games usually …
A handbook to the Coq software for writing and checking mathematical proofs, with a practical engineering focus.The technology of mechanized program verification can play a …
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly …