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An examination of subversive games-games designed for political, aesthetic, and social critique.For many players, games are entertainment, diversion, relaxation, fantasy. But what …
From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media.What matters …
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, …
A comprehensive introduction to the latest research and theory on learning and instruction with computer games.This book offers a comprehensive introduction to the latest research …
In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions- What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the …
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the …
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion.Digital games offer a vast range of engaging experiences, from the …
An argument that production tools shape the aesthetics and political economy of games as an expressive medium.In Making Games, Stefan Werning considers the role of tools (primarily …