Video games -- Social aspectsSee also what's at your library, or elsewhere.
Broader terms:Narrower terms: |
Filed under: Video games -- Social aspects- Video Games and the Global South (Pittsburgh: ETC Press, c2019), ed. by Phillip Penix-Tadsen (PDF with commentary at CMU)
- Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames (Minneapolis and London: University of Minnesota Press, c2017), by Stephanie Boluk and Patrick LeMieux (illustrated HTML with commentary at umn.edu)
- Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming (Pittsburgh: ETC Press, c2016), ed. by Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes (PDF with commentary at CMU)
- Missions for Thoughtful Gamers (Pittsburgh: ETC Press, c2011), by Andrew Cutting (multiple formats with commentary at CMU)
- Play Redux: The Form of Computer Games (c2010), by David Myers (HTML with commentary at digitalculture.org)
- This Gaming Life: Travels in Three Cities (2008), by Jim Rossignol (HTML with commentary at digitalculture.org)
- The Ecology of Games: Connecting Youth, Games, and Learning (Cambridge, MA: MIT Press, 2007), ed. by Katie Salen Tekinbaş (PDF files with commentary at MIT Press)
- The Transformational Framework: A Process Tool for the Development of Transformational Games (Pittsburgh: ETC Press, c2018), by Sabrina Culyba (PDF with commentary at CMU)
- My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft (Ann Arbor: University of Michigan Press, 2009), by Bonnie A. Nardi (HTML with commentary at digitalculture.org)
- Trigger Happy: Videogames and the Entertainment Revolution (2001 edition, with 2004 afterword), by Steven Poole (PDF with commentary at stevenpoole.net)
Filed under: Video games -- Social aspects -- Congresses -- PeriodicalsFiled under: Video games -- Social aspects -- United StatesFiled under: Multi-user dungeons -- Social aspectsFiled under: Second Life (Game) -- Social aspects
Items below (if any) are from related and broader terms.
Filed under: Video games- Gameplay, Emotions and Narrative: Independent Games Experienced (Pittsburgh: ETC Press, c2019), by Katarzyna Marak, Miłosz Markocki, and Dariusz Brzostek (PDF with commentary at CMU)
- Diversity of Play (Luneburg: Meson Press, 2015), ed. by Mathias Fuchs (PDF with commentary at digra.org)
- Dungeons and Dreamers: A Story of How Computer Games Created a Global Community (second edition; Pittsburgh: ETC Press, 2014), by Brad King and John Borland (PDF with commentary at CMU)
- Well Played 3.0: Video Games, Value and Meaning (Pittsburgh: ETC Press, 2011), by Drew Davidson (PDF with commentary at Figshare)
- Toward a Ludic Architecture: The Space of Play and Games (text-only version; c2010), by Steffen P. Walz (PDF with commentary at CMU)
- Well Played 2.0: Video Games, Value and Meaning (Pittsburgh: ETC Press, 2010), by Drew Davidson (PDF with commentary at Figshare)
- Well Played 1.0: Video Games, Value and Meaning (Pittsburgh: ETC Press, 2009), by Drew Davidson (PDF with commentary at CMU)
- Artificial Intelligence and Games (2018), by Georgios N. Yannakakis and Julian Togelius (PDF with commentary at gameaibook.org)
- Atari Player-Missile Graphics in BASIC (1984), by Philip C. Seyer (illustrated HTML at atariarchives.org)
- Big Computer Games (1984), ed. by David H. Ahl (HTML and page images at atariarchives.org)
- The Best of Antic (only volume published; 1983), ed. by James Capparell and Robert DeWitt (HTML at atarimagazines.com)
- DOOM: Scarydarkfast (Ann Arbor: University of Michigan Press, 2013), by Daniel Pinchbeck (illustrated HTML with commentary at digitalculture.org)
- More BASIC Computer Games (1979), ed. by David H. Ahl (HTML and page images at atariarchives.org)
- BASIC Computer Games (1978), ed. by David H. Ahl (HTML and page images at atariarchives.org)
- Trigger Happy: Videogames and the Entertainment Revolution (2001 edition, with 2004 afterword), by Steven Poole (PDF with commentary at stevenpoole.net)
- Atari Graphics and Arcade Game Design (c1984), by Jeffrey Stanton and Dan Pinal (illustrated HTML at atariarchives.org)
- The End of Books, or Books Without End? Reading Interactive Narratives (Ann Arbor: University of Michigan Press, c2000), by J. Yellowlees Douglas (page images at HathiTrust)
- Compute!'s First Book of Atari (Greensboro, NC: COMPUTE! Books, c1981) (illustrated HTML at atariarchives.org)
- In the matter of certain coin-operated audiovisual games and components thereof (Viz., Rally-X and PAC MAN) : investigation no. 337-TA-105. (U.S. International Trade Commission, 1982), by United States International Trade Commission (page images at HathiTrust)
- Respawn : gamers, hackers, and technogenic life (Durham : Duke University Press, 2018., 2018), by Colin Milburn and Duke University Press (page images at HathiTrust)
- Train-the-trainer package for the Full Spectrum Warrior game (U.S. Army Research Institute for the Behavioral and Social Sciences, 2004), by James H. Centric (page images at HathiTrust)
Filed under: Video games -- Amateurs' manuals
Filed under: Video games -- Design- Game Design Snacks: Easily Digestible Game Design Wisdom (Pittsburgh: ETC Press, c2017), ed. by José P. Zagal (PDF with commentary at CMU)
- Game Mods: Design, Theory and Criticism (Pittsburgh: ETC Press, c2012), ed. by Erik Champion (PDF with commentary at CMU)
- Real-Time Research: Improvisational Game Scholarship (Pittsburgh: ETC Press, c2010), ed. by Seann Dikkers, Eric Zimmerman, Kurt Squire, and Constance Steinkuehler (PDF with commentary at CMU)
- The Transformational Framework: A Process Tool for the Development of Transformational Games (Pittsburgh: ETC Press, c2018), by Sabrina Culyba (PDF with commentary at CMU)
- Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames (Minneapolis and London: University of Minnesota Press, c2017), by Stephanie Boluk and Patrick LeMieux (illustrated HTML with commentary at umn.edu)
- Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming (Pittsburgh: ETC Press, c2016), ed. by Yasmin B. Kafai, Gabriela T. Richard, and Brendesha M. Tynes (PDF with commentary at CMU)
Filed under: Video games -- Development
Filed under: Video games -- Fiction
Filed under: Video games -- Handbooks, manuals, etc.
Filed under: Video games -- History
Filed under: Video games -- Industries
Filed under: Video games -- Japan
Filed under: Video games -- Juvenile literature- Computer Spy Games (London: Usborne Pub., c1984), by Jenny Tyler and Chris Oxlade, contrib. by Adrian Hall, illust. by Sue Walliker, Rob McCaig, and Martin Newton (PDF at Usborne and Google)
- Weird Computer Games (London: Usborne Pub., c1984), by Jenny Tyler and Chris Oxlade, contrib. by Les Howarth and Adrian Hall, illust. by Rob McCaig, Sue Walliker, Martin Newton, and Graham Smith (PDF at Usborne and Google)
- Creepy Computer Games (London: Usborne Pub., c1983), ed. by Jenny Tyler and Chris Oxlade, illust. by Rob McCaig (PDF at Usborne and Google)
- Computer Spacegames (London: Usborne Pub., c1982), by D. Isaaman and Jenny Tyler, contrib. by Bob Merry, illust. by Martin Newton, Tony Baskeyfield, Graham Round, Jim Bamber, Mark Duffin, and John Bolton (PDF at Usborne and Google)
- Computer Fun (London: Usborne Publishing, c1984), by Gaby Waters, contrib. by Paul Shreeve, illust. by Graham Round (PDF at Usborne and Google)
More items available under broader and related terms at left. |